tag:blogger.com,1999:blog-4021562188175448359Fri, 24 Jul 2015 12:59:51 +0000Commodore 64C646502 programming projectsCommodore C64SEUCKWoolly JumperCommodoreAmazon TalesRGCD Cartridge compo6502 programming8-Bit Programming ProjectsRGCDACME Cross AssemblerAlf YngveHoney BeeProgrammingTNDTrance SectorACMELast AmazonPsytronik SoftwareSheepoidSideways SEUCK16KB Cartridge Competition 20126502 game programming projectsInvertPsytronikRetro GamingRetro ComputingAmazonSheepoid 2TND GamesTape TurboTransector16KB Cartridge Competition 20136502Comnmore C64LastRetro GamingSidewaysTranceSector2000 Kung Fu Maniacs6502 gaame programming projectsAmstrad CPCAssemblyDark ForceJeff MinterLllamasoftMusicNyaaaah 15th AnniversaryPipe PressurePlatform gamePlatform gamesPsytronik SofftwareRGCD 16KB Game Cartridge Compo 2013Retro GamesRetro VisionSEUCK ReduxThe New DimensionX-Force16KB Cartridge Competition 201464KB cartridge.AtariBionic GrannyBionik GrannyBroken C2NC64 StudioCapcomCharpadClumsinessCommodore Format ArchiveCompetitionsConstructionCourseCrossDC2NDMCDMC V5.0+ElectronicsEndExomizerExperimentsFrontGoat TrackerHobby ProjectsHobby craftHorizontal Scrolling MapHuntress of MidgardJosephJoystickKitLight ForceLoader GameMERCSMastertronic SoftwareMatt GrayMonsterMulti ScreenMuseumMutilating CowsMutilatorOcean LoaderOcean SoftwarePalacePower PackProgramming EnhancementsPuzzle GameRetro Gaming EventsRetrovision 2012Revival 2013RichardSLANGScrollingShadow of the BeastSheepoid DXSideways SEUCKSofftwareSoftwareSpectrumSuper Tau ZetaTape LoadingTape Master Pro V1.0Tau ZetaTrance Sector UltimateTrashTrash CourseTrojahnTuskerXLANGYakblack widowdeadlyspiderwarehouseworkRichard's C64 blog!General blog about C64 activities, and other kind of fun/strange events.http://tnd64.blogspot.com/noreply@blogger.com (Richard_of_TND)Blogger162125tag:blogger.com,1999:blog-4021562188175448359.post-5002645843126160003Fri, 27 Mar 2015 20:17:00 +00002015-03-27T20:19:09.155+00:0064KB cartridge.6502 game programming projectsC64Commodore 64Retro ComputingTrance Sector UltimateTRANCE SECTOR RETURNS!<b>27th March 2015</b><br /><br /><br />Back in 2012, <b>Trance Sector</b> was born, and released at <a href="http://tnd64.unikat.sk/">The New Dimension</a>. Now 3 years later the game has STRUCK BACK<b> and will be shown at GubbData 2015 </b>some time TOMORROW then you can check the game out afterwards :)<b> </b>Here's a glimpse of what the first Trance Sector was like :)<br /><br /><div class="separator" style="clear: both; text-align: center;"><a href="http://3.bp.blogspot.com/-aqY1LjpXBQM/VRW3bw8NyAI/AAAAAAAAAtU/G-SAc-4eSfo/s1600/Trance_Sector_Game.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-aqY1LjpXBQM/VRW3bw8NyAI/AAAAAAAAAtU/G-SAc-4eSfo/s1600/Trance_Sector_Game.png" height="226" width="320" /></a></div><br /><br />So what is <b>Trance Sector Ultimate</b> then? Trance Sector Ultimate (or TSU as some of us like to call it) is a very <b>SPECIAL</b> production, which features BOTH the <b>original</b> and <b>competition</b> levels of the game, which I wrote some time in 2012, and 2013. Although it was originally planned in 2014, but major delays were made due to various circumstances beyond control. A brand new version of this game is finally complete and ready for release some time TOMORROW!<br /><br /><b>TSU</b> consists of 64 levels. (32 levels from the standard and competition versions of the game). In which you can select from the main menu. The graphics are completely different with huge thanks to <b>Akira/Genesis Project </b>and <b>Saul Cross</b>. Music has also been changed, although it is a thumping trance tracks. There's also a brand new presentation and a specially exclusive intro for the RGCD release. Now I'm about to talk more about this project.<br /><br />HeavyStylus originally contacted me, about giving details about the original <b>Trance Sector </b>to become a 64KB cartridge production. It sort of motivated me, until I realised more work needed to be done for this game. The game required a new presentation, intro/loading screen, and some additional graphics. Little did I expect, was that Trance Sector was to become <b>A NEW GAME WITH A NEW NAME</b>. Since I was up for it, I decided to do exactly that.<br /><br />Akira, at first got involved with the graphics (Or should I have said the Splash Screen). He sent me his idea for the splash screen, which was to present the game with an interlaced kind of intro. It looked really nice, but the speed of the interlace caused quite a lot of flickering and the raster lines were badly timed. Later on in the game project, I reworked the intro and tried one of my own versions of the intro. Unfortunately due to personal reasons beyond control. Nothing else could be done with the project until earlier on this year. When HeavyStylus announced on the Lemon64 forums, looking for a new graphican for this project. GFXer Saul Cross (Rocket Smash EX) joined in the fun and send me his examples. After I saw those new graphics mockups. I fell in love with those, and jumped straight back to the <b>TSU </b>project.<br /><br /><div class="separator" style="clear: both; text-align: center;"><a href="http://3.bp.blogspot.com/-luZ-94nxuAk/VRW4AER4WRI/AAAAAAAAAtc/OekzZ7q655U/s1600/tsu_game.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><br /></a></div><br /><br /><br /><br /><br /><div class="separator" style="clear: both; text-align: center;"><a href="http://2.bp.blogspot.com/-qrhJ5oHwg18/VRW4pxYXJAI/AAAAAAAAAuE/L6u0aNuwTwc/s1600/_TSU_LEVEL04.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/-qrhJ5oHwg18/VRW4pxYXJAI/AAAAAAAAAuE/L6u0aNuwTwc/s1600/_TSU_LEVEL04.png" height="226" width="320" /></a></div><br /><br />HeavyStylus got in contact with me and suggest I should give this retro style game, a modern day C64 look and emailed me some screen shots of a suggested idea for the game's front end. It was inspired by a <b>GMI</b> intro, which GMI used to link to their demos. Such as <b>Viva Revo-Lucion</b>, but with an additional implementation and of course, inspiration. So, I ditched the old <b>Trance Sector</b> title screen and programmed the new front end. I also added a horizontal text scrolling message, with rainbow colours scrolling vertically through it. The background colour setup was a shade of grey (50 shades of it? Nah, only 3 shades of grey are used on a Commodore 64). I also programmed a sub-routine which would flip between pages 1 and 2. The first page was the credits screen, followed by the high score table. The options screen allow the player to select whether or not to have in game music or sound effects.When fire or space bar is pressed on the front end, the title screen is then presented with the game options. You can select whether or not the game is using <b>standard </b>or the <b>competition </b>levels mode. Then the game will start afterwards. <br /><br /><div class="separator" style="clear: both; text-align: center;"><a href="http://2.bp.blogspot.com/-Wtp9v89Lp8M/VRW4fKUpq_I/AAAAAAAAAtk/0QSNsOrLvvs/s1600/_tsu_COMPO_01.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/-Wtp9v89Lp8M/VRW4fKUpq_I/AAAAAAAAAtk/0QSNsOrLvvs/s1600/_tsu_COMPO_01.png" height="226" width="320" /></a></div>It wasn't just the new front end I worked on. Saul and I also worked on the brand new look help screen. This takes effect if either the scroll text finishes or UP on the joystick is pushed. Unlike the original Trance Sector, where pages flipped automatically to display the help page. I made it where it can be exited with just the fire button. Since there are some secrets stored somewhere in the project, which gamers have to find for themselves. <br /><br /><div class="separator" style="clear: both; text-align: center;"><a href="http://4.bp.blogspot.com/-e9iK6oS2G2w/VRW4jnWE1GI/AAAAAAAAAts/edbyO6gFxBM/s1600/_TSU_FRONTEND.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-e9iK6oS2G2w/VRW4jnWE1GI/AAAAAAAAAts/edbyO6gFxBM/s1600/_TSU_FRONTEND.png" height="226" width="320" />&nbsp;</a></div>What about the main game? Well, things were pretty much easy as not much needed to be done there. all I had to do was program some routines that swapped from the title screen character set, to the game character set. This was due to memory issues and should the front end graphics still have been used in the game, it would look completely odd :-). Thankfully, not much game code needed to be altered, since the main game code is already there. I didn't even have to touch the pre-packed level data. Which was more on a plus side of things for me. The concept was simple:<br /><br /><div class="separator" style="clear: both; text-align: center;"><a href="http://4.bp.blogspot.com/-WY1-Mp5XXNA/VRW4ngFNtjI/AAAAAAAAAt8/aAMAyxTb5Ok/s1600/_TSU_LEVEL02.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-WY1-Mp5XXNA/VRW4ngFNtjI/AAAAAAAAAt8/aAMAyxTb5Ok/s1600/_TSU_LEVEL02.png" height="226" width="320" /></a></div><i>You are part of a squadron who has been transported on to an unnamed planet. Your mission is to enter a giant warehouse, which consists of highly toxic radioactive nuclear pods inside the TRANCE SECTOR. You must guide a ship through all 32 floors of the factory disposing all of the nuclear pods. Once each sector has been cleaned, a time bomb is primed and the floor will be destroyed. Then you'll transport on to the next level. Only one thing that stops in your way. The Cygma Elite's highly intelligent seeker security system. The rockets will move back and forth, unless spots you in sight. Once you are spotted. The missiles will go for you.</i><br /><br /><i>There are different obstacles, as you progress into the game, such as security stun rays, which can hold your ship for a short period of time. There's also magnetic conveyor belts, and also other obstacles, which can either be useful to your ship or make life more tougher. The most deadliest of all obstacles are the BLOCKERS. :-)</i><br /><i><br /></i><i>During each level a ball will appear, which is guaranteed to give you EXTRA points or abilities to gain bonus life or destroy all seekers visible before new seekers are re-spawned.</i><br /><br />Okay, back to the main game ... Not much had to be altered with the game. The only things that I needed to alter in the game, were some slight bug fixes, which involved the power up (scoring points) as one of the power-ups didn't work originally. Also the music was given an <b>overhaul</b>. More about this in the next paragraph. The game play is really challenging. Being a bad gamer, which I am, it is pretty tough, although it is <b>POSSIBLE</b> to complete all levels in the game. I tried it before in cheat mode... :-D<br /><br />Anyway, what about the music? The title screen music used to be the original <b>TAPE LOADER / DISK MENU</b> tune of <b>Trance Sector</b>, released back in 2012. (You can find this at http://tnd64.unikat.sk/t.html). The other tunes we re-done to scratch. In game music is a remix of the original Trance Sector in game music, but even more powerful and upbeat. The <b>LEVEL COMPLETE, GAME OVER, HI-SCORE TABLE Name entry</b> and <b>GAME COMPLETE</b> music are completely fresh new tunes. All of which are still hard-thumping sound tracks. In game SFX has not been changed. I felt there was no need for that :)<br /><br />Okay, back to the intro ... Well, Akira originally programmed a routine to display his hires logo, with some flickering raster lines, but there were some major timing problems. I could see why. I tried to play some music in the intro, but everything was running TOO SLOW. An idea was glued to my head. "What if I re-programmed the intro, and improved it slightly with new music? ". I gave it a try by programming it into C64Studio, and results turned out much better than expected. Raster beams were flickering like mad,&nbsp; so they needed to be moved across off screen slightly. So with a few <b>timing</b> pointers, the tiny flickers had gone. After I was very happy with the intro, I linked the game together.<br /><div class="separator" style="clear: both; text-align: center;"><a href="http://2.bp.blogspot.com/-h5A1R5_MDek/VRW4lVze-wI/AAAAAAAAAt0/0AiWZmITkBc/s1600/_TSU_INTRO.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/-h5A1R5_MDek/VRW4lVze-wI/AAAAAAAAAt0/0AiWZmITkBc/s1600/_TSU_INTRO.png" height="226" width="320" /></a></div><br />The game project was near to completion. All I needed to do now was get it NTSC fixed.. Since I had no experience to get this game project to work on NTSC machines properly, it was up to Didi/LXT to fix this issue. Once that was done, Georg Rottensteiner built the final 64KB cartridge (As I was really struggling with this part of the job). Finally TSU was finished, and ready for released in time for <a href="http://gubbdata.se/">GUBBDATA 2015</a> in Sweden for the big screen.<br /><br />Yesterday, for a bit of fun, I created a little tape loader for the game for a later release on the TND web site. The tape loader was built using a bit of additional programming using TapeToolBuild by Martin Piper. The loading screen was inspired by the URIDIUM tape loader which I first saw on thee Megatape 27 of ZZAP64 magazine. Here's a video of the overall result ... Just to tease you :-D<br /><br /><div class="separator" style="clear: both; text-align: center;"><object width="320" height="266" class="BLOG_video_class" id="BLOG_video-2f8fbbd7faa44a33" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="movie" value="//www.youtube.com/get_player"><param name="bgcolor" value="#FFFFFF"><param name="allowfullscreen" value="true"><param name="flashvars" value="flvurl=http://redirector.googlevideo.com/videoplayback?id%3D2f8fbbd7faa44a33%26itag%3D5%26source%3Dblogger%26app%3Dblogger%26cmo%3Dsensitive_content%3Dyes%26ip%3D0.0.0.0%26ipbits%3D0%26expire%3D1440570784%26sparams%3Dip,ipbits,expire,id,itag,source%26signature%3D44AAEB538458519614BB317651A7E34F09507B24.6D39D1524397B32AEFC7E5AE1AD17C14C54FD3A1%26key%3Dck2&amp;iurl=http://video.google.com/ThumbnailServer2?app%3Dblogger%26contentid%3D2f8fbbd7faa44a33%26offsetms%3D5000%26itag%3Dw160%26sigh%3DW7Jhq1dyHUbqOwxwtH4_4mBQ57o&amp;autoplay=0&amp;ps=blogger"><embed src="//www.youtube.com/get_player" type="application/x-shockwave-flash" width="320" height="266" bgcolor="#FFFFFF" flashvars="flvurl=http://redirector.googlevideo.com/videoplayback?id%3D2f8fbbd7faa44a33%26itag%3D5%26source%3Dblogger%26app%3Dblogger%26cmo%3Dsensitive_content%3Dyes%26ip%3D0.0.0.0%26ipbits%3D0%26expire%3D1440570784%26sparams%3Dip,ipbits,expire,id,itag,source%26signature%3D44AAEB538458519614BB317651A7E34F09507B24.6D39D1524397B32AEFC7E5AE1AD17C14C54FD3A1%26key%3Dck2&iurl=http://video.google.com/ThumbnailServer2?app%3Dblogger%26contentid%3D2f8fbbd7faa44a33%26offsetms%3D5000%26itag%3Dw160%26sigh%3DW7Jhq1dyHUbqOwxwtH4_4mBQ57o&autoplay=0&ps=blogger" allowFullScreen="true" /></object></div><br /><br /><br /><br /><br /><br />http://tnd64.blogspot.com/2015/03/trance-sector-returns.htmlnoreply@blogger.com (Richard_of_TND)0tag:blogger.com,1999:blog-4021562188175448359.post-513567375489297089Tue, 10 Mar 2015 18:36:00 +00002015-03-10T19:03:30.552+00:006502 programmingC64Commodore 64Honey BeeRetro ComputingSEUCKTND GamesBuzzing for a bonus<b>10th March 2015</b><br /><br />My week's HOLIDAY started Sunday this week. It's going to end soon, but I have not only been out and about places this week, but I have also been plodding away on Honey Bee. For me, the project is shaping up quite nicely and it has been making me happy. I have been thinking that I am very near to completion with the project. .... Well not quite. As more crazy ideas have popped in my head for this project. Find out more in this blog.<br /><br />Okay, so what has been happening the past 2 days or so?. Honey Bee felt as if there was something missing in general, and that was a bonus round for every level completed. I had two ideas, one of which was similar to a Shark Attack type of stage in Sub Hunter, and another which was one of Kenz's ideas. A flappy bird style bonus stage. Months ago, I was trying to create something by the way of <b>SEUCK WITH GRAVITY. </b>In January I attempted to make a <b>FLAPPY BIRD</b> style game, using the sideways scrolling SEUCK, and the aid of the <b>TASM/CODENET</b> plugin on my <b>1541Ultimate2</b>. Although the use of gravity was simple enough, I failed to get the jump physics correct and it made the game harder to play. So, I went for the easier option, which was the Sub Hunter style bonus stage. Since I'm no fan of the Flappy Bird phenomena.<br /><br /><div class="separator" style="clear: both; text-align: center;"><a href="http://4.bp.blogspot.com/-En7kHdv7IHI/VP82UKJ1vsI/AAAAAAAAAsQ/SCB5a8J6Zl4/s1600/Bouncing_Sheep.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-En7kHdv7IHI/VP82UKJ1vsI/AAAAAAAAAsQ/SCB5a8J6Zl4/s1600/Bouncing_Sheep.png" height="226" width="320" /></a></div><br /><br /><br />I created the bonus stage by manually designing the cave graphics, using Steve's existing graphics, that formed the ground, and rocks, etc. I manually typed these into the source code and created quick and dirty code that built the screen the simplest kind of way. Next I programmed the interrupts and got the scroller in action. I also added it an extra effect for the cave wall background. I added a <b>ROL</b> char routine, so visually during the scrolling operation, you could see a two layer scroll instead of one.<br /><br /><div class="separator" style="clear: both; text-align: center;"><a href="http://3.bp.blogspot.com/-ShFwzZa4M08/VP82WVIEwPI/AAAAAAAAAsY/CruH8pUVtN4/s1600/Honey_Bee_Bonus_Stage.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-ShFwzZa4M08/VP82WVIEwPI/AAAAAAAAAsY/CruH8pUVtN4/s1600/Honey_Bee_Bonus_Stage.png" height="226" width="320" /></a></div>Once I was happy with the scrolling background, I decided to fill the cave with bats, and also get a crystal moving across the screen. Then I linked the main game code, which controlled the player. No use of gravity was being used for this stage, as it would have been hard enough as it is. The next thing I added to the bonus game was a set amount of time, which the player must survive for so that he/she can earn an extra life, by completing that stage. The purpose of the gems is to allow the player to give big points as a reward. For 1 gem, the player gets 500 points added to his/her score. Finally after setting up the set times. I linked the bonus stage to the main game code. <br /><br />Okay, so I got all those working. Now about the ideas in my head. I was browsing at the sprite data, and discovered that I can simply add some <b>MORE</b> sprites into the game. I moved the text data to a different memory location, to be able to preserve more sprites. I notice that some of the levels, which I mistaken bats for birds, could actually have some birds added to the source. The eagle might be a good option I noticed some of Wayne's sprites, which could be useful for the game. Also, some worms could actually be SNAILS.I think&nbsp; Some sprites could be used for bouncy 'GET READY' 'GAME OVER' 'BONUS' sprites, before actual things commence in the game.<br /><br />As well as the game sprites ideas. I feel that I could do with removing the fade in / fade out transition effect every time a life has been lost. As it could possibly annoy the player who just wants to get into the game.The transition effect can be used for after every level is complete and a new level starts.<br /><br />Admire the screen shots and see you soon with another progress update about <b>Honey Bee - The Full Version</b>. http://tnd64.blogspot.com/2015/03/buzzing-for-bonus.htmlnoreply@blogger.com (Richard_of_TND)0tag:blogger.com,1999:blog-4021562188175448359.post-2389976974034600472Sat, 07 Mar 2015 18:47:00 +00002015-03-07T18:47:15.623+00:006502 programming projectsC64Commodore 64Honey BeeRetro ComputingThe New DimensionBack with a STING!<b>7th March 2015</b><br /><br />Okay, so last time, Honey Bee was left alone for a bit in order to get the main Trance Sector Ultimate finished in time for GubbData. Since I have nothing else to do for Trance Sector. I decided to move back on to finishing off the final version of Honey Bee. Would you like to know what has been happening so far this month? Well, fear not, here it comes.<br /><br />Last time when I was working on the final version of Honey Bee. I imported Steve Day's status panel into the game code, and worked on the new front end, made amendments to it and flipped the screen, added the game sprites. The style of the front end is pretty similar to what I did for Woolly Jumper, except for it is on a light blue background, with a static colourful effect on the scroll text chars.<br /><br /><div class="separator" style="clear: both; text-align: center;"><a href="http://4.bp.blogspot.com/-As4QnJ1JXgo/VPtHAguvVBI/AAAAAAAAArk/u9hXwwHKqjc/s1600/Honey_Bee_Title_Screen.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-As4QnJ1JXgo/VPtHAguvVBI/AAAAAAAAArk/u9hXwwHKqjc/s1600/Honey_Bee_Title_Screen.png" height="226" width="320" /></a></div><br /><br />After I was happy with the new front end, I wanted to add an intro sequence to the game. So I designed the intro background (as well as the end background) using Jon Well's Multi Screen Construction Kit. Then captured the screen to import into the source code. The background was basically the outside world. Similar to the in game graphics. Honey Bee comes on to the screen and introduces himself, and asks for help from the player to do a job for him. He also declares himself to be a very clumsy bee.<br /><br /><div class="separator" style="clear: both; text-align: center;"><a href="http://4.bp.blogspot.com/-Y7zu1l_8DJ0/VPtHJbuzzEI/AAAAAAAAArs/0RK4obTqFuM/s1600/Honey_Bee_Intro.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-Y7zu1l_8DJ0/VPtHJbuzzEI/AAAAAAAAArs/0RK4obTqFuM/s1600/Honey_Bee_Intro.png" height="226" width="320" /></a><a href="http://3.bp.blogspot.com/-VKL4oEnYaTk/VPtHMIyUfVI/AAAAAAAAAr0/GixT28GSPZE/s1600/Honey_Bee_Level1.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-VKL4oEnYaTk/VPtHMIyUfVI/AAAAAAAAAr0/GixT28GSPZE/s1600/Honey_Bee_Level1.png" height="226" width="320" /></a></div><br /><br /><br /><br />After completing the intro sequence, I decided to work on the end sequence. Where Honey Bee meets queen bee. After successfully completing his task. He gets a big surprise. Which I won't tell you what it is. You'd have to wait until the game is completely finished. ;)<br /><br />Finally the End Screen was complete. I decided to work on the high score table name entry. Once again, it is the same type of joystick controlled name entry. The screen looked rather boring at first, as I did that many times. I decided to add a bit of fun animation. Where you have 8 Honey Bee sprites whizzing across the screen, while wrapping downwards. This made the name entry screen look more attractive.<br /><br /><div class="separator" style="clear: both; text-align: center;"><a href="http://2.bp.blogspot.com/-BBbta6yf4fk/VPtHQk6gA_I/AAAAAAAAAr8/Oo_KiQsQM-M/s1600/Honey_Bee_Hi_Score.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/-BBbta6yf4fk/VPtHQk6gA_I/AAAAAAAAAr8/Oo_KiQsQM-M/s1600/Honey_Bee_Hi_Score.png" height="226" width="320" /></a></div>Since the Hi-Score routine is now finished. My next job this week will be to create a BONUS game, in which involves a horizontal background scrolling trick, some random rocks, and some gems. This is so that Honey Bee can collect objects in order to score points, increasing the possibility of gaining extra lives.<br /><br />After that, if there's still enough memory. I'll be making sound sound effects and add an option for in game sound effects as well as music. Followed by the final testing and disk + tape mastering. Hopefully by the end of this month Honey Bee should be finished, and released.<br /><br />Keep watching my blog to find out what happens next.http://tnd64.blogspot.com/2015/03/back-with-sting.htmlnoreply@blogger.com (Richard_of_TND)0tag:blogger.com,1999:blog-4021562188175448359.post-2315551996371183859Fri, 31 Oct 2014 20:47:00 +00002014-11-01T11:42:49.830+00:006502 programming projectsACMEC64Commodore 64Commodore Format ArchivePower PackRetro GamesThe New DimensionX-ForceX-Force is out!<b>31st</b> October 2014<br /><br /><br />Over the past few months or so. I have been working hard on my first ever horizontal scrolling futuristic blaster in co-op with Saul Cross. We are very pleased with the overall result. X-Force is finally finished and has been released on the Commodore Format Archive Power Pack tape 63 project. If you want to know where to get it from. Here's the link:<br /><a href="http://www.commodoreformatarchive.com/"><br /></a><a href="http://www.commodoreformatarchive.com/">Commodore Format Archive - Power Pack 63</a><br /><br />or for the Trance version on Disk or Tape image, please visit this page below:<br /><a href="http://tnd64.unikat.sk/x.html"><br /></a><a href="http://tnd64.unikat.sk/x.html">The New Dimension - Games-X</a><br /><br />What is this game all about?. Well basically it is a horizontal scrolling shoot 'em up, in which you have are on planet Darx. You were mining for minerals in which could be used in the future to build a shield to protect Earth from future alien invasion. Unfortunately, after a hard day's work you decide to fall asleep in your X-Force ship. Suddenly a mother ship approaches over the X-Force fighter and beams it up. Assorted aliens carry you out of the X-Force ship and seal you into a large glass cell. After you wake up, you find yourself trapped. Rather than panic, you unzip your jacket, and reach for the inside pocket. You pick up your laser and blast yourself free. Alarms start going off. You find your X-Force fighter ship and flee off to the exit. As you escape the alien HQ, the aliens follow you ... big time.<br /><br />Talking about the tape loader:<br /><br />The first version of the game uses the CF Special tape loader, which I created exclusively for the Commodore Format Archive Power Pack project. I also turned this loader system into Thunderload 7, on the latest TND contributors releases. In which uses the TND logo, and a bit extra programming.Darkland used Halloween themed sprites over the scroll text, whereas the game Rabid Robots used animated stars.<br /><br /><div class="separator" style="clear: both; text-align: center;"><a href="http://1.bp.blogspot.com/-KiATziewVkA/VFP0RiEk3cI/AAAAAAAAAqk/a67QJ4mKFF4/s1600/Darkland_Loader.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/-KiATziewVkA/VFP0RiEk3cI/AAAAAAAAAqk/a67QJ4mKFF4/s1600/Darkland_Loader.png" height="226" width="320" /></a></div><br />The second tape loader for the second version was in fact a rushed done job today. Since there was no loading picture available for the game. I decided on doing a very simple loading presentation. I took a look at Mastertronic's Dynamix tape loader. It used a simple loading screen with a black border with light blue thin loading stripes. So I decided to base the idea on a similar style. The X-Force logo, with credits. I used Martin Piper's usual turbo tape loader source, worked on a quick tune, for loading and then put it all together. Boot loader with black and red thin stripes, and main loader with black and dark blue thin stripes. The loader plays some trance music in the background, quite similar to the Trance Sector loader theme tune.<br /><br /><div class="separator" style="clear: both; text-align: center;"><a href="http://4.bp.blogspot.com/-Eo3g6v5z3M0/VFPxfOFdGNI/AAAAAAAAAp4/6MIj9OqqJ3A/s1600/x-force_loader.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-Eo3g6v5z3M0/VFPxfOFdGNI/AAAAAAAAAp4/6MIj9OqqJ3A/s1600/x-force_loader.png" height="226" width="320" /><b></b></a></div><b>The front end:</b><br /><br />Saul had originally sent me the front end graphics and suggested that I should use raster bars over the text. I always hated coding raster bars, due to the fact that I have to spend a lot of time timing them. Sometimes I can hardly see the flickering of each raster on screen since I used an LED TV for a monitor. The raster bars scroll up through the text giving a nice effect. Luckily the effect turned out pretty smart, but thankfully the raster bars got fixed by NTSC fixer, Dirk Schmitt.<br /><div class="separator" style="clear: both; text-align: center;"><a href="http://1.bp.blogspot.com/-a7IXNJZviTU/VFPxjHhHqOI/AAAAAAAAAqA/hc5o3L6wO_Y/s1600/X-Force_Title.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/-a7IXNJZviTU/VFPxjHhHqOI/AAAAAAAAAqA/hc5o3L6wO_Y/s1600/X-Force_Title.png" height="226" width="320" /></a></div><br /><b> The music:</b><br /><br />There are actually two different music versions of the same game. The first version features the music by Feekzoid which was originally written for horizontal scrolling shoot 'em up, Breakthrough by Jon Wells. After playing the game preview, I was really desperate to hear the news about the game becoming a full release. Sadly it never happened. So I asked Jon nicely if I could use the music for this game. Permission was granted. The second version featured music composed by me. It featured thumping trance sound tracks in the game. <br /><b><br /></b><b>Playing the game:</b><br /><br />Using a joystick in port 2, you must guide your X-Force ship across 16 different underground zones of the hostile planet Darx. In order to escape, you must cross through each treacherous zone. Each zone is heavily powered by laser gates, which will switch on or off. You won't be alone, as the aliens will be ready to ram into your ship, should you or an alien crash into each other. Or you crash into any power gates or other background, you will lose a ship. If you have more than one ship at your disposal, at losing a ship. You will be able to quickly construct a new ship. Otherwise if the last ship explodes, you will die.<br /><br />&nbsp;<a href="http://3.bp.blogspot.com/-Q_9nAXGi1s8/VFPxyS5AW1I/AAAAAAAAAqQ/RAcdiOw7DXg/s1600/XForce_Level7.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-Q_9nAXGi1s8/VFPxyS5AW1I/AAAAAAAAAqQ/RAcdiOw7DXg/s1600/XForce_Level7.png" height="226" width="320" /></a><br /><br /><br />During the journey through each zone, there are pods with some form of mineral in which will help you improve or reduce the abilities of the ship. The coloured pods are as follows:<br /><br />Pink - Single bullet power up/power down<br />Green - Double bullet power up/power down<br />Blue - Power up shield for a short period of time<br />Yellow - Warp distance activated for a short period of time<br />Grey - Avoid those at all cost, it will cost you a life. It's a deadly mine.<br /><a href="http://4.bp.blogspot.com/-q-2Gj6jmmYw/VFPxr-9Ww_I/AAAAAAAAAqI/BdRop6klwsc/s1600/XForce_Level11.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-q-2Gj6jmmYw/VFPxr-9Ww_I/AAAAAAAAAqI/BdRop6klwsc/s1600/XForce_Level11.png" height="226" width="320" /></a><br />At the end of each stage will be an end of level boss. You can either kill it (requires 30 hits) or let it move past. Should the boss spot you, it will fire lasers to get you out of its way. Each levels boss has a different sequence of firing lasers. If you destroy it, an extra life will be rewarded. Should you let it pass, level will complete, but you won't receive any extra lives.<br /><br /><b>The worlds:</b><br /><br /><a href="http://1.bp.blogspot.com/-PDGk23vG1gs/VFPx2gVlQjI/AAAAAAAAAqY/QeBAChuqCso/s1600/XForce_Level8.png" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/-PDGk23vG1gs/VFPx2gVlQjI/AAAAAAAAAqY/QeBAChuqCso/s1600/XForce_Level8.png" height="226" width="320" /></a>Saul Cross suggested that for each level each world should have a BEFORE and AFTER theme to it. The first and second worlds contain the mine theme, but then enters the ruins. Level 3 and 4 takes you through the ruins, to a technological world. I do remember asking Saul for some worlds based on crystals and vegetation. Level 7 has a nice crystal world, and levels 10 and 11 has a world of vegetation. The final level is a final mine before the player can escape. The colour schemes for each level were set according Saul's example maps which I received near to the time of the submission deadline for the Power Pack 63 project.<br /><br />Inspiration:<br /><br />X-Force was inspired by Hewson's Subterranea, where as the enemy boss stage was inspired a bit by Powerama by The Power House and Hewson. Although Powerama was a vertical scrolling shoot 'em up. Some alien ideas were inspired by Gradius/Nemesis by Konami.<br /><br /><br /><br /><br />http://tnd64.blogspot.com/2014/10/x-force-is-out.htmlnoreply@blogger.com (Richard_of_TND)0tag:blogger.com,1999:blog-4021562188175448359.post-1662449507076002859Sat, 11 Oct 2014 15:59:00 +00002014-10-11T18:24:10.967+01:0016KB Cartridge Competition 20146502 programming projectsC64Commodore 64Retro GamesRGCDTND GamesOh YES, it's Honey Bee!<br /><b>Saturday 11th October 2014 (Work still in Progress)</b><br /><b><br /></b>Poor old Wayne<b>. </b>He designs a new game, creates loads of graphics for it and then awaits a Commodore 64 programmer to write loads of code and then build a finished production. Suddenly the poor coder, erm, okay, me, ends up cancelling projects for some odd reason or something goes horribly wrong. The main casualties were <b>Wizards and Warlocks</b>, <b>Up in the Air</b>, and of course <b>Crash Course</b>.<br /><br />Next on the list was <b>Honey Bee</b>. When <b>Prime Suspect </b>was working on Wayne's game. Things started to look quite promising. I saw a few videos of Honey Bee WIP, and I also play tested a few previews of the game myself. Just as I imagined this game was <b>NEARLY</b> up to the stage of completion. Disaster strikes. Due to a fatal computer crash on Prime's system, Honey Bee ended up as the next casualty of cancelled C64 game projects. Sadly there was no backup. All that could be salvaged were a few unfinished test previews, which Genesis Project had the pleasure of releasing into the C64 scene.<br /><br /><div class="separator" style="clear: both; text-align: center;"><a href="http://3.bp.blogspot.com/-kGwDA-UtaoA/VDlKlBgpDrI/AAAAAAAAAok/mCP78fwfGOk/s1600/Honey_Bee_OLD.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-kGwDA-UtaoA/VDlKlBgpDrI/AAAAAAAAAok/mCP78fwfGOk/s1600/Honey_Bee_OLD.png" height="226" width="320" /></a></div>Honey Bee was almost a <b>game that wasn't</b>, until I received an email from Kenz about this game project. He asked me whether or not I'd be interested in working on this game with Wayne. Since there was the 16KB game cartridge competition announced spring/summer time. I checked out the preview of Honey Bee and thought. "Poor Wayne, his dream projects never seem to come true" and I took interest over the game, although the game will need a MAJOR make over. I tried designing the game with graphics of my own, but they looked too ugly. (See snapshot below). I did however agree to use Wayne's sprites for this game project.<br /><br /><br /><div class="separator" style="clear: both; text-align: center;"><a href="http://3.bp.blogspot.com/-z8Od9LDCQ0s/VDlbeBSg-HI/AAAAAAAAApc/10DFsLmQOWs/s1600/HB_LEVEL3.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-z8Od9LDCQ0s/VDlbeBSg-HI/AAAAAAAAApc/10DFsLmQOWs/s1600/HB_LEVEL3.png" height="226" width="320" /></a></div><br />&nbsp;I started the programming process of the project by typing in the main game code from my head and following some example routines on codebase. I programmed things such as loops, interrupts, level settings, etc using Endurion's C64Studio with use of the ACME cross-assembler syntax. Which I am pretty much familiar with. Plus ACME is one of my all time favourite cross-assemblers for the Commodore 64, since it was introduced to me.<br /><br />The post-build settings were edited so that I could run the fully assembled/compiled project through Exomizer for the best data compression rate where possible. The programming phase took me about&nbsp; a few days before my summer holiday started in late July 2014- mid August 2014. The result turned out quite well. The mockup levels were created using Jon Well's Multi-Screen Construction Kit. Each screen was captured and compacted using Exomizer. The Exomizer decruncher source was also implemented into the source code. <br /><br />&nbsp;Before the Summer. I was discussing on facebook with STE86 about this game project, (also met him at Revival 2014 in Wolverhampton, where we talked and laughed about The Last V8). He sent me some mockup screen shots of how the game really should look like. The screen mockups then become actual character sets in Char Pad form. I was struggling to build levels at first using various PC tools. They were just unsuitable. I tried another program (Element Editor). The tool did quite well for building background objects, until "<b>An unexpected exception has occurred in your program. You may choose to continue other wise click close to shut down the program</b>". I clicked on continue, saved the work. Rebooted the program. Tried to load the work which I did so far, and sadly lost the graphics data, due to a corrupt file (even the backup). That same message popped by again. Was there any alternative?<br /><br />As a last resort I decided to go old school and construct each object manually with the aid of Jon Well's excellent Multi Screen Construction Kit utility. What would have took me too much time building levels with CharPad and single 1x1 characters, had actually increased the speed of building objects and place them on screen as tiles. This took a matter of a few days instead of weeks.16 Levels were ready to be captured and crunched.<br /><br />After new graphics were finished and designed (although they don't look exactly like the original graphics mockups which Steve sent me. They look quite effective. I worked on the main game code, updating the collision settings. So that characters which represented the deadly background will kill the bee, should it collide. Also the enemies will kill the player, using the $D01E routine. This was of course used to save memory.<br /><br />Level setup is called through a series of tables, in which will also set up the position, speed, behaviour and animation frame of each enemy that is set in the game. Behavior patterns vary from moving up/down, moving left/right to just floating upwards off screen or dropping downwards from the screen. This takes effect on lava rocks and floating bubbles.<br /><br />There are eight different enemies in the 16KB version of this game. They vary from worms, to bugs and birds.<br /><br />Then there was the additional programming concept. I needed to get the panel working. Here's how the game should be played:<br /><br />The idea of this game is to guide Honey Bee through 16 different stages, picking up pollen from flowers and then drop them (at any height) into the honey well. If he picks up pollen from a flower. 10 points will be given. However he won't be able to pick any more pollen until the honey, which he is carrying gets dropped into the honey well. If he drops the honey into the well, 50 points will be scored. Should he drop the honey elsewhere, then he'll have to start the whole level again. Should all flowers hove no pollen left, and Honey Bee drops the honey into the well.&nbsp; A bonus set of points will be added to your score accoring to the amount of time that remains. If the bonus counter reaches 0000, you'll simply get no bonus points. <br /><br />Honey Bee has a clumsy nature, and has to watch where he is going. Should he bump into a wall, rock, falling water, nettles, or moving nature creatures, he'll get hurt and fly away. Should he fly away, a life will be lost. This game is not just about picking up plants and avoiding enemies, but it requires precise timing and planning. A sort of a puzzle game one way or another.<br /><br /><div class="separator" style="clear: both; text-align: center;"><a href="http://1.bp.blogspot.com/-4HYKZYw3T60/VDlHV5ESV2I/AAAAAAAAAoQ/FZTYHgRpgBo/s1600/Honey_Bee_Oct2014.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/-4HYKZYw3T60/VDlHV5ESV2I/AAAAAAAAAoQ/FZTYHgRpgBo/s1600/Honey_Bee_Oct2014.png" height="226" width="320" /></a></div><br />Progress so far reports that Honey Bee is nearly complete. There's currently 12 functional levels so far, and just 4 more to do (putting enemies in place, setting up animation, behavior and getting them to move in the last 4 levels.) Hopefully the other 4 levels will be complete by the end of next week - which will result to just the final phase testing and bug-fixing, before entering this humble bee into the RGCD 16KB Cartridge Compo 2014. <b>WARNING. THIS GAME WILL CONSIST OF BUGS - LOADS OF THEM - NATURALLY :)</b><br /><br />Due to the size of the data and the code. The title screen is VERY basic and consists of 2 sprites for the logo. Some credits, with nothing else happening, except for animated bees next to 'Press Fire to Start'. Crediting myself for code, Ste86 and Wayne Womersley for main graphics and sprites, and Joachim (Yogibear) for the excellent music.<br /><br /><div class="separator" style="clear: both; text-align: center;"><a href="http://3.bp.blogspot.com/-VjIMUmC75Hc/VDlQ3wRk6YI/AAAAAAAAAo0/kjiNmVhVI0c/s1600/HONEY_BEE_TITLE.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-VjIMUmC75Hc/VDlQ3wRk6YI/AAAAAAAAAo0/kjiNmVhVI0c/s1600/HONEY_BEE_TITLE.png" height="226" width="320" /></a></div>Despite that my spare time is going to be cut even more from tomorrow through to Christmas time. I am still happy to announce that Honey Bee WILL get finished in time for the competition deadline. Hope you reach the bee line for <b>1st December 2014</b>. The bee will be unleashed from its honeywell. Then in 2015, the game will be expanded more with additional bonus levels, a picture by JSL and of course a better presentation, game intro and game ending (Of which I was unable to fit into the 16KB version of this project). <br /><b><br /></b><br /><div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: center;"><a href="http://1.bp.blogspot.com/-MlfOo8jBU6I/VDlHYfFq_4I/AAAAAAAAAoc/PGdZ9fo13Pw/s1600/HoneyBee_Worms.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/-MlfOo8jBU6I/VDlHYfFq_4I/AAAAAAAAAoc/PGdZ9fo13Pw/s1600/HoneyBee_Worms.png" height="226" width="320" /></a></div>http://tnd64.blogspot.com/2014/10/oh-yes-its-honey-bee.htmlnoreply@blogger.com (Richard_of_TND)2tag:blogger.com,1999:blog-4021562188175448359.post-5243629027768016145Fri, 18 Jul 2014 10:09:00 +00002014-07-18T11:15:51.618+01:006502 game programming projectsC64Commodore 64TNDX-ForceX-Force is Coming - OCTOBER 2014<b>18th July 2014</b><br /><br />Over the past<b> </b>few weeks, I have been working on a brand new Commodore 64 space blaster called 'X-Force'. It is a horizontal scrolling shoot 'em up (SURPRISE), which will be featuring stunning graphics and level designs by Saul Cross, and also some great music, which was composed back in the 1990's by Feekzoid from a stunning Sideways SEUCK preview of Breakthrough, whereas the full game never saw the light of day. I have of course asked Jon for his kind permission if I could use Feekzoid's Breakthrough music for this game, and permission was granted by Jon, himself.<br /><br />So what's this X-Force game all about then? Well, you have been held prisoner, while exploring an alien planet called 'Darx'. The aliens recaptured your X-Force fighter, and has held you prisoner in the underground world. You manage to break out of your cell, and reach for the X-Force fighter. Just as you take off to make your escape, aliens start coming after you.<br /><br />The mission is to escape from the underground worlds of planet 'Darx'. Simply by using a joystick in port 2, you must guide your X-Force fighter across enemy territory, and shoot down the aliens which to to stop you. One hit at the alien, and they're gone. To be able to escape from the each underground world, you have to face an end of level guardian. It will try and stop you before it gets away. Should the boss be destroyed after enough hits, you will gain bonus points. Should you let it escape, then you get no bonus points. <br /><br />The X-Force fighter can pick up podules in which will give the space craft upgraded / downgraded lasers. Depending on whether a red or green podule has been picked up. Blue ones will give the space craft a shield and the grey ones will act as mines. Touch a grey one, if not carrying a shield, and the X-Force fighter will explode. Aliens and deadly background, animated lazers will also make the player explode - unless the player's shield has been activated. <br /><br /><div class="separator" style="clear: both; text-align: center;"><a href="http://1.bp.blogspot.com/-dH3IvP5gyOs/U8jyTU55-SI/AAAAAAAAAn0/-NBJTdSYSeI/s1600/XFORCE_GAME.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/-dH3IvP5gyOs/U8jyTU55-SI/AAAAAAAAAn0/-NBJTdSYSeI/s1600/XFORCE_GAME.png" height="226" width="320" /></a></div>The C64 game, 'Subterrenea' by Hewson inspired me to work on this game. 'X-Force' is being produced for the Commodore Format power pack 63, which is planned to be launched some time in October 2014 and will not be release before then (Announced on <a href="http://commodoreformat.wordpress.com/announcing-power-pack-63">Commodore Format Archive's blog</a>). As soon as the game is finished, it should feature loads of stunning levels, to blast your way through.The game will also be available on the TND web site a week later :) Of course, the game is going to be FREE. :)<br /><br />Hope to do more work on this game some time tomorrow.<br /><br />WATCH THIS SPACE :)<br /><br />http://tnd64.blogspot.com/2014/07/x-force-is-coming-october-2014.htmlnoreply@blogger.com (Richard_of_TND)0tag:blogger.com,1999:blog-4021562188175448359.post-935405724598365878Tue, 08 Jul 2014 11:41:00 +00002014-07-08T12:53:18.134+01:008-Bit Programming ProjectsCommodore C64Dark ForceSEUCK ReduxTND GamesDarker than Light<b>3rd-8th July 2014</b><br /><br /><a href="http://4.bp.blogspot.com/-BapVLoKCP68/U7vYQwCA5wI/AAAAAAAAAnE/Z4oZRsuoOvg/s1600/Dark_Force_Redux_Loader.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-BapVLoKCP68/U7vYQwCA5wI/AAAAAAAAAnE/Z4oZRsuoOvg/s1600/Dark_Force_Redux_Loader.png" height="226" width="320" /></a><a href="http://1.bp.blogspot.com/-GCTrWhhFodI/U7vYVsehg5I/AAAAAAAAAnM/Lh9N3YmkKDk/s1600/Dark_Force_Redux_Title.png" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" src="http://1.bp.blogspot.com/-GCTrWhhFodI/U7vYVsehg5I/AAAAAAAAAnM/Lh9N3YmkKDk/s1600/Dark_Force_Redux_Title.png" height="226" width="320" /></a><a href="http://1.bp.blogspot.com/-GC5XAK6lJsY/U7vYNoPmTYI/AAAAAAAAAm8/aZJ28V6BiBM/s1600/Dark_Force_Redux_Game.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/-GC5XAK6lJsY/U7vYNoPmTYI/AAAAAAAAAm8/aZJ28V6BiBM/s1600/Dark_Force_Redux_Game.png" height="226" width="320" /></a>Back in January 2014. I worked on a SEUCK game co-op with Alf Yngve called "Dark Force". The challenge was originally to get a first release out for new year's day. It failed and got released later on during that month. February/March saw a re-relase of the same game, with a few extra enhancements. Only major drawback was the SEUCK slow-down syndrome... Eurgh!<br /><br />Now today on 8th July 2014 before I set off to my work place. I am very pleased to reveal the that the final version of Dark Force. It is Dark Force - Redux. The whole game data was imported into the SEUCK Redux frame work, which Martin Piper supplied on github. I also did a lot of additional hard work programming this production the past 4 days. Including re-programming the new front end. Enhancing the background level settings. Here's the overall result.<br /><br />- Black/Blue loading screen with loading picture and music (Music from the TND intro on the disk version 'Emotions from Heaven')<br />- New front end with Hi-Score table, as before, but logo had to be carefully downgraded to 3 colour logo mode, due to lack of memory space for bitmaps.<br />- Slight tweak of an instrument on the front end tune<br />- Different background colour schemes for each level<br />- Intelligent enemy fire (Fires bullets in the direction of where the player was last positioned).<br />- Most important of them all ... No more SEUCK slow-down syndrome<br /><br />What originally was meant to have been an experiment with SEUCK, turned into a fun 'game inspired by 'Light Force' by FTL.<br /><br />If you would like to try out the SEUCK Redux engine, then check out:<br /><br /><a href="http://www.github.com/martinpiper/C64public">Martin's C64 Repository on Github</a><br /><br />For the C64 game Dark Force, please visit:<br /><a href="http://tnd64.unikat.sk/d.html"><br /></a><a href="http://tnd64.unikat.sk/d.html">The New Dimension - Download games page</a>http://tnd64.blogspot.com/2014/07/darker-than-light-feel-force-of-cygons.htmlnoreply@blogger.com (Richard_of_TND)0tag:blogger.com,1999:blog-4021562188175448359.post-3820556712092779077Sat, 14 Jun 2014 15:09:00 +00002014-06-14T16:09:03.439+01:006502 gaame programming projectsCommodore C64Honey BeeProduction slowed down, but at least something<b>14th June 2014</b><br /><br />Production on Honey Bee has slowed down, as I don't know where I am in the project now, since new graphics are still being worked on this game. I still have the 1x1 chars to play around with to build various screens for the game, but this will take some time. Slotting 1x1 chars together to form detailed level screens is taxing. Steve has sent me a PM a long while ago and he has come up with a preview snapshot of the new status bar for Honey Bee. It looks very nice. :) I hope you all like it :)<br /><br /><div class="separator" style="clear: both; text-align: center;"><a href="http://3.bp.blogspot.com/-aETVrj9zIFQ/U5xlZu30XRI/AAAAAAAAAmE/ZY5bXMkuyaI/s1600/neewstatus.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-aETVrj9zIFQ/U5xlZu30XRI/AAAAAAAAAmE/ZY5bXMkuyaI/s1600/neewstatus.jpg" height="200" width="320" /></a></div><br />http://tnd64.blogspot.com/2014/06/production-slowed-down-but-at-least.htmlnoreply@blogger.com (Richard_of_TND)0tag:blogger.com,1999:blog-4021562188175448359.post-4141980189612179728Thu, 08 May 2014 11:31:00 +00002014-05-08T12:31:05.010+01:0065026502 game programming projectsACMEHoney BeeA little bit of extraction (And example code)<b>8th May 2014</b><br /><br />Well, well, well. Not much news on the Honey Bee front, as I am still waiting for some more updated graphics for it. Good news however is that I received some new game graphics for one of the screens. Bad news however - it was done in char pad as 1x1 tiles. However good news is that since the game consists of 1x1 tiles. The map screen size is one screen (40 chars across x 25 down).<br /><br />I extracted the character set tile data, map data and attributes data and imported it into an ACME cross assembler source. Where single screens can be drawn through a map - then colour attributes get extracted according to the screen. I had some silly results at first, but after a third attempt - the overall result worked out quite nicely.<br /><br />Now here's the source code which does this job ... <br /><br /><div class="separator" style="clear: both; text-align: center;"><a href="http://4.bp.blogspot.com/-d0OseGykCnQ/U2tpQVpZhRI/AAAAAAAAAlo/Y8ZLHv4P_Gk/s1600/extraction.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-d0OseGykCnQ/U2tpQVpZhRI/AAAAAAAAAlo/Y8ZLHv4P_Gk/s1600/extraction.png" height="226" width="320" /></a></div>;--------------------------------------------------<br />;1x1 tile + colour Map extractor<br />;--------------------------------------------------<br /><br />&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; !to "extractor.prg",cbm<br />&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; *=$2000 ;Import character set<br />&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; !binary "hb_charset_v2.prg",,2<br />&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; *=$3000 ;Import map data (the screen matrix)<br />&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; !binary "hb_map_v2.prg",,2<br />&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; *=$3800 ;Import tiles data <br />&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; !binary "hb_tiles_v2.prg",,2<br />&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; *=$3c00 ;Import attributes (colour data)<br />&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; !binary "hb_attribs_v2.prg",,2<br />&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; <br />&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; *=$c000 ;SYS49152 to execute<br /><br />&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; ldx #$00<br />loop0&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp; lda $3000,x ;Read map data from $3000<br />&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; sta $0400,x ;Place on screen RAM $0400 - 256 chars<br />&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; lda $3100,x ;Same again for next segment<br />&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; sta $0500,x<br />&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; lda $3200,x ;and again<br />&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; sta $0600,x<br />&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; lda $32e8,x ;and again<br />&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; sta $06e8,x<br />&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; inx<br />&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; bne loop0<br />&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;<br />&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; ldx #$00<br />loop1 &nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp; ldy $0400,x ;Read the map on screen<br />&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; lda $3c00,y ;Read the tile colour / attributes table<br />&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; sta $d800,x ;Store to the C64 hardware char Colour RAM 256 times<br />&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; ldy $0500,x ;Do the same with the next 256 chars<br />&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; lda $3c00,y <br />&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; sta $d900,x ;Store again ...<br />&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; ldy $0600,x ;and again<br />&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; lda $3c00,y<br />&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; sta $da00,x<br />&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; ldy $06e8,x ;and again<br />&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; lda $3c00,y<br />&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; sta $dae8,x<br />&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; <br />&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; inx<br />&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; bne loop1<br />&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;<br />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; lda #$18<br />&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; sta $d018<br />&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; sta $d016<br />&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; lda #$0e<br />&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; sta $d020<br />&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; sta $d021<br />&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; lda #$08<br />&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; sta $d022<br />&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; lda #$09<br />&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; sta $d023<br />&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; jmp *<br />&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; <br />&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; <br /><br />&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; http://tnd64.blogspot.com/2014/05/a-little-bit-of-extraction-and-example.htmlnoreply@blogger.com (Richard_of_TND)1tag:blogger.com,1999:blog-4021562188175448359.post-2461164377330102173Thu, 24 Apr 2014 13:10:00 +00002014-04-24T14:10:35.394+01:006502 game programming projectsCommodore 64Honey BeeBusy bee!<div class="separator" style="clear: both; text-align: center;"><a href="http://3.bp.blogspot.com/-hPqwS55kTWY/U1kNBWdA_hI/AAAAAAAAAlQ/cCKOT6P2oks/s1600/Oops,+I+dropped+it+in+the+wrong+place.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/-hPqwS55kTWY/U1kNBWdA_hI/AAAAAAAAAlQ/cCKOT6P2oks/s1600/Oops,+I+dropped+it+in+the+wrong+place.png" height="226" width="320" /></a></div><b>24th April 2014</b><br /><br />It has been a bit quiet here on the production front recently due to being extremely busy. I am still awaiting new graphics for the game.&nbsp; Anyway, some more good news related to Honey Bee. I am back on track with programming of this C64 game. <br /><br />Today I have been working on an indicator to check whether or not the bee has cleared all the pollen, before it can drop it. The indicator consists of the bee hive in the status bar. I programmed some subroutines which disables the player from using the fire button, if not enough plants were picked up. The fire button is then re-enabled if no pollen are in any of the flowers. The bee hive then flashes - to indicate the screen is clear. The player must then make its way to the hive, and drop the pollen into the entrance of the hive.<br /><br />Although that is the actual goal. I came up with another idea. Since the player picks up the pollen and has to carry it all the way to the hive (once all flowers are empty). What if the player drops the pollen in the wrong place and loses it. I have a cunning plan. Actually it works. I added a routine, which will check whether or not the pollen is dropped inside the game area. If the player drops it where it should not fall. Then a FAIL message will appear on screen. The player will then have to start the whole level all over again, without losing any lives.<br /><br />The idea works pretty well, still some more things to do. Although I got the lives counter working. I need to set up routines for the bonus time, and also the scoring counter. This will be done soon, but not today. Of course.<br /><br />I am also awaiting the finalized versions of Ste's new background/charset graphics. I saw a preview of the ground/rocks graphics, and I really love them. They look stunning. Once the graphics are finished I will then be ready for level designs.http://tnd64.blogspot.com/2014/04/busy-bee.htmlnoreply@blogger.com (Richard_of_TND)0tag:blogger.com,1999:blog-4021562188175448359.post-4823849554640087842Sun, 09 Mar 2014 15:30:00 +00002014-03-09T15:30:50.033+00:006502 game programming projectsCommodore C64Honey BeeInto the 4th Hive<b>8th March 2014</b><div><b><br /></b></div><div>After a successful backup and restore process on Thursday, and Friday when moving to Win 8.1 on my desktop PC. I was ready for yet another programming session. Last time, I managed to get 2 levels set up, now another 2 levels were to be built up.&nbsp;</div><div><br /></div><div>I setup the position and enemy types for levels 3 and 4. Once they were positioned, and all pointers were setup for them. I decided to work on something completely new. When enemies moved left and right. They were facing exactly the same direction as they were moving. So a major tweak was required. Frames should change if an enemy changes direction. We don't exactly want a game in which an enemy moves forwards and backwards without flipping sprite frames. A solution to this problem was built. I programmed a few subroutines, which checked if a sprite was moving left / right if it is a worm, a bird or a hornet. If the low byte of the chosen frame was stored to the actual low pointer of the frame. The subroutine should point to the correct low / hi bytes of the frame of the enemy.&nbsp;</div><div class="separator" style="clear: both; text-align: center;"><a href="http://4.bp.blogspot.com/-2VnLh_s2wP0/UxyIpHn6dzI/AAAAAAAAAkw/QxrZjvpDuXU/s1600/HB_LEVEL3.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-2VnLh_s2wP0/UxyIpHn6dzI/AAAAAAAAAkw/QxrZjvpDuXU/s1600/HB_LEVEL3.png" height="226" width="320" /></a></div><div><br /></div><div>After I tested this subroutine routine, enemies moved correctly, and the frames changed correctly. No enemies look as if they are moving forwards or backwards. The all move forwards instead. I also thought about setting tables for the background colour, as I am pretty much sure that Wayne wants a different background colour according to level. Yogibear also did some sub game tunes. So I created a table that switches between two different in game tunes.&nbsp;</div><div><br /></div><div>Since I now have 4 levels set for the game, I think it is time for me to tweak the background graphics slightly more. Ste86 has given me some mock screen examples of the graphics that could be used as an update to the game. His idea is to help me as a guideline - I'm not really a GFX person :) The trees look much better than mine. So after my morning walk, and my lunch, some time tomorrow afternoon will see the design process in action.</div><div><br /></div><div>Stay tuned</div>http://tnd64.blogspot.com/2014/03/into-4th-hive.htmlnoreply@blogger.com (Richard_of_TND)0tag:blogger.com,1999:blog-4021562188175448359.post-4202803399813937898Mon, 03 Mar 2014 15:59:00 +00002014-03-03T15:59:43.447+00:006502 gaame programming projectsCommodore 64Honey BeeTND GamesBuzzing its way to Level 2<b>3rd March 2014</b><div><b><br /></b></div><div>A little more work today, since I am currently on holiday (away from work) all this week, until next Tuesday, which I return. It has been hard work today working on Honey Bee, and you'll be surprised that I have gone as far as level 2. The work on this project will eventually get easier as each session progresses. :) Before I moved on with level 2, I decided to add one more enemy to the first level. So that there were three instead of two enemies. A pink little worm. Yep, this little fella is now sliding its way back and forth - although the animation which I added is still quite wrong. It looks as if the worm is doing the moon walk :) Hahahaha!</div><div><br /></div><div>Anyway, after feeling very happy with the layout of level 1. I decided to work on fitting enemies in place for level 2. Unfortunately I had to create some more tables, as I realised I had forgotten to update starting position tables and load / store each position to default starting points, according to the level which the player was on. Good news was that it didn't take me long. After animation, behaviour and sprite start / end positions were set for Level 2. I felt there was still something missing. Background animation. So I looked up the value of the 2 characters that formed the water fall and flowing river, and animated those. The result turned out quite nicely. I was very happy with it :) The only problem I have encountered - which can be fixed later on in the project. All enemies are using one direction animation. Basically, when worms and birds are moving forwards when they should. When they change direction, the animation is still as it was before. Which makes the enemies move backwards. I do have a good trick up my sleeve anyhow later on this week.&nbsp;</div><div><a href="http://1.bp.blogspot.com/-9XoIL5I1gss/UxSmzWRHoHI/AAAAAAAAAkg/gRJK1FeEekE/s1600/Honey_Bee_Level_2.png" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" src="http://1.bp.blogspot.com/-9XoIL5I1gss/UxSmzWRHoHI/AAAAAAAAAkg/gRJK1FeEekE/s1600/Honey_Bee_Level_2.png" height="226" width="320" /></a></div><div>I also came across another strange problem. When the player starts the game on level 2, it died straight away. That was not mean't to have happened. A strange bug. To ensure that didn't make a full impact on level 2. I lowered the player slightly. Problem solved. On to level 3 during my next session on this project. If I get 4 levels working. Then I'll need to design some more stages, then add more enemies to the game. :)</div><div><br /></div><div>Good news is that unlike Up in the Air. I am enjoying working on this game project. As I had the opportunity to build the levels my own way, although Honey Bee was Wayne's general idea. I shall take a look at some more of his designed levels, to see if they will inspire me to design a similar level using my graphics, as well as his flower heads, spider webs, etc.</div><div><br /></div><div>The duration of this game will depend on time and motivation with it. So far I have been very motivated :)</div><div><br /></div><div>Stay tuned for more progress blogging :)</div>http://tnd64.blogspot.com/2014/03/buzzing-its-way-to-level-2.htmlnoreply@blogger.com (Richard_of_TND)0tag:blogger.com,1999:blog-4021562188175448359.post-2252370156854159326Wed, 26 Feb 2014 11:11:00 +00002014-02-26T11:11:46.829+00:006502 programming projectsC64Commodore 64Honey BeeLet's get buzzin'<b>26th February 2014</b><div><b><br /></b></div><div><b>NOT SEUCK THIS TIME :o)</b></div><div><b><br /></b></div><div>After a few weeks back, I heard bad news about the game <b>Honey Bee</b>&nbsp;by Wayne and Prime, not getting finished. Due to a fatal computer crash. Work was destroyed, and all that remained was a playable demo with a few levels and no limit of lives. Anyway, to cut a long story short - This was almost a game which would never see the light of day after that major issue.... &nbsp;Until now :)</div><div><br /></div><div><b>Honey Bee</b>&nbsp;is under development once again, in co-op with Autumnsoft and The New Dimension. I have contacted Wayne and the other C64 people who were involved with the project and I am happy to be programming it. Of course major changes will have to be made. I discussed about this with Wayne, JSL, Wayne and Yogibear and a few others). We all agreed about making changes to the graphics, some of Wayne's sprites and graphics still can stay in the game. I made a load of major changes and created completely new graphics. The other people were happy with the result. I designed 4 stages in MSCK, and then captured the screens (for level packing in the near future).&nbsp;</div><div><br /></div><div>A couple or three weeks later, I started programming the game. Erm, hold on. Before I actually started doing the graphics, I did a bit of programming, in C64Studio which had Yogibear's tune playing, and also Wayne's bee moving in a way, similar to Prime's HoneyBee. When I did the new graphics, I created a char group, and noted down the range of chars which would have no effect, collect pollen or are considered to be deadly for the bee. Also sprite animation was put in place. Then after importing the new graphics into the game's source. I displayed the very first level (unpacked).&nbsp;</div><div><br /></div><div>I started programming of the main game engine last week on Thursday, during my day off work. Since the bee was moving already, and a test screen was in place. I started work on the sprite / char background collision. Unlike the previous version of Honey Bee, the killer chars were all over the place. See paragraph above regarding the new chars. The collision routine had to be read in 3 areas of the player's sprite. Top central, middle central and bottom central. I wanted to make the sprite/background collision to be much fair. I also added a routine that checks if all pollen chars have been removed from the current screen. If they have then a level complete tune plays. Otherwise nothing. I also added a routine which killed the bee if it touched any of the killer chars (background) which it cannot fly past (Rocks, trees, etc). The result looked quite good.</div><div><br /></div><div>This week, I have been working on enemy movement for the game engine. I got a couple of enemies in place and they are moving up / down at this moment in time. I also worked on making checks on the behaviour for each enemy sprite. 4 sprites will be used for enemies that mover left / right, up / down (depending on the behaviour table) and 2 sprites are reserved for special hazards, e.g. poisonous bubbles, fireballs, etc.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><object width="320" height="266" class="BLOG_video_class" id="BLOG_video-ee505ee74658aa4" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="movie" value="//www.youtube.com/get_player"><param name="bgcolor" value="#FFFFFF"><param name="allowfullscreen" value="true"><param name="flashvars" value="flvurl=http://redirector.googlevideo.com/videoplayback?id%3D0ee505ee74658aa4%26itag%3D5%26source%3Dblogger%26app%3Dblogger%26cmo%3Dsensitive_content%3Dyes%26ip%3D0.0.0.0%26ipbits%3D0%26expire%3D1440570784%26sparams%3Dip,ipbits,expire,id,itag,source%26signature%3D56B59C37D78B0CDED14CF9F678A3B54E657D2F49.249329F6944856452AFB4C942F0F31C3BBF852AA%26key%3Dck2&amp;iurl=http://video.google.com/ThumbnailServer2?app%3Dblogger%26contentid%3D0ee505ee74658aa4%26offsetms%3D5000%26itag%3Dw160%26sigh%3DPzuGd-V3ufMePAkcbTbgDc3I2d0&amp;autoplay=0&amp;ps=blogger"><embed src="//www.youtube.com/get_player" type="application/x-shockwave-flash" width="320" height="266" bgcolor="#FFFFFF" flashvars="flvurl=http://redirector.googlevideo.com/videoplayback?id%3D0ee505ee74658aa4%26itag%3D5%26source%3Dblogger%26app%3Dblogger%26cmo%3Dsensitive_content%3Dyes%26ip%3D0.0.0.0%26ipbits%3D0%26expire%3D1440570784%26sparams%3Dip,ipbits,expire,id,itag,source%26signature%3D56B59C37D78B0CDED14CF9F678A3B54E657D2F49.249329F6944856452AFB4C942F0F31C3BBF852AA%26key%3Dck2&iurl=http://video.google.com/ThumbnailServer2?app%3Dblogger%26contentid%3D0ee505ee74658aa4%26offsetms%3D5000%26itag%3Dw160%26sigh%3DPzuGd-V3ufMePAkcbTbgDc3I2d0&autoplay=0&ps=blogger" allowFullScreen="true" /></object></div><div>There is still a lot of work to be done on this game, but all in all, it seems to be turning out quite well. Check this video out on what has been done so far.</div>http://tnd64.blogspot.com/2014/02/lets-get-buzzin.htmlnoreply@blogger.com (Richard_of_TND)2tag:blogger.com,1999:blog-4021562188175448359.post-7621283657327028074Thu, 16 Jan 2014 16:52:00 +00002014-01-16T16:52:53.391+00:006502 programming projectsC64Dark ForceLight ForceSEUCKTNDDarker than Light<b>16th January 2014</b><div><br /></div><div>Back in 1991, when I bought issue 11 of Commodore Format magazine, I loaded in the cover tape and was hooked to a classic game called "Light Force" by Hewson. Anyway, travelling to the future, to the end of the year 2013. I remembered doing some huge enhancements for a SEUCK game by Anthony Burns called "The Huntress of Midgard". I had another idea. I set myself a challenge, in which was to write a new C64 game within one week, using the Shoot Em Up Construction Kit, and a bit of additional programming. So I could have the first ever C64 game launched in 2014. - Mission failed. Eventually I got the game finished 2 weeks LATER :)</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="http://2.bp.blogspot.com/-BMsnbaidRk4/UtgOJJspIyI/AAAAAAAAAjw/4RQagh3i0tA/s1600/Dark_Force_Game1.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/-BMsnbaidRk4/UtgOJJspIyI/AAAAAAAAAjw/4RQagh3i0tA/s1600/Dark_Force_Game1.png" height="232" width="320" /></a></div>&nbsp;<div><br /></div><div><br /></div><div>I was thinking about which sort of game I could work on during the week's project. I decided "Light Force" was a perfect candidate for this challenge. So I used the SEUCK to design the game, graphics, Goat Tracker to write the music, but the result didn't turn out too well. The game was just too short, and the attack waves were pretty naff. I also ran out of units for the enemy sprites. Fortunately, when I showed the work to Alf Yngve, he stepped in to tweak and improve the game, which took about a week or so. The overall result last Friday was stunning. All I had to do were add the final touches to the game, including the front end and hi-score routines, a certain amount of generators detected (As the game has 2 endings, as you will see). This took about 2 or 3 days or so. The result turned out pretty well, and finally the game is finished and released:</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="http://4.bp.blogspot.com/-MjMSSVyjXwM/UtgOP16gR4I/AAAAAAAAAj4/ojhY3aoz2MY/s1600/Dark_Force_FrontEnd.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://4.bp.blogspot.com/-MjMSSVyjXwM/UtgOP16gR4I/AAAAAAAAAj4/ojhY3aoz2MY/s1600/Dark_Force_FrontEnd.png" height="232" width="320" /></a></div><div><br /></div><div>You can check the game out for yourself at http://tnd64.unikat.sk&nbsp;</div>http://tnd64.blogspot.com/2014/01/darker-than-light.htmlnoreply@blogger.com (Richard_of_TND)1tag:blogger.com,1999:blog-4021562188175448359.post-1681677935747140438Sat, 28 Sep 2013 16:00:00 +00002013-09-28T17:02:22.038+01:006502 programmingC64Commodore 64InvertRGCD 16KB Game Cartridge Compo 2013TNDThe finishing touches.<b>28th September</b><br /><b><br /></b>Most of this morning, apart from having visitors. I have been working on the final touches of Invert. The new I drew sprites look much better. I also made the bomb throwing position more accurate. The very last touch was adding animated characters for the Get Ready and High Score name entry routine. Just the final testing to do all through this week, before I give the all clear :)<br /><br /><div class="separator" style="clear: both; text-align: center;"><a href="http://2.bp.blogspot.com/-rbfJUbyHMDw/Ukb88NwkAZI/AAAAAAAAAi0/56Ku0h7ynQI/s1600/Invert28Sept2013.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="226" src="http://2.bp.blogspot.com/-rbfJUbyHMDw/Ukb88NwkAZI/AAAAAAAAAi0/56Ku0h7ynQI/s320/Invert28Sept2013.png" width="320" /></a></div><div class="separator" style="clear: both; text-align: center;">STAY TUNED</div>http://tnd64.blogspot.com/2013/09/the-finishing-touches.htmlnoreply@blogger.com (Richard_of_TND)0tag:blogger.com,1999:blog-4021562188175448359.post-797042025305926957Fri, 27 Sep 2013 20:50:00 +00002013-09-27T21:50:59.694+01:006502 programming projectsC64Commodore 64Hobby ProjectsInvertRetro GamingRGCD 16KB Game Cartridge Compo 2013Let's INVERT even more<b>25th - 27th September 2013</b><div><b><br /></b></div><div>Yet another busy few days and MORE progress, resulting to the project estimated at 99% completion. So then what has been happening?. Last week I discovered a problem with the hi-score name entry again. The bug appeared where the player achieved a hi score as THIRD place. I entered my name, using the joystick control. Then pushed FIRE to end the name. It stored the name in FIRST PLACE position, and the HI SCORE not on screen. That was a silly bug, which was just incomplete. I forgot to add a "BNE" or "BPL" to a label in which loops the number of characters - and just moved on to another routine. Today, this has been fixed.</div><div><br /></div><div>Apart from that what other things have been happening? Well Wednesday and yesterday I was working on building the game levels, simply by typing in BYTE values. I used the BYTE values as 2x2 map blocks, and placed them manually like you would with bricks. The levels were then stored to a temp map, which then forms the permanent map on to the screen (by reading rows and columns from the BYTE tables). Last week I did only 12 levels, some were redesigned. I worked a couple of hours or so yesterday designing and TESTING each level bit by bit, to see the possibility of completing it. Well, later levels are most definitely hard, but if you play well, it is possible to complete every level. I was happy with the final result with the level design.</div><div><br /></div><div>After being happy with the level designs. I worked on the ending. I loaded up the Multi Screen Construction Kit, and the game charset and created some end graphics. Then used the VICE M/C monitor to capture and store the screen data. I tried the same with the colour data - but seems I forgot to save the colour data correctly. I started programming the new routines for the end sequence. I came up with an idea, which simulates the player escaping from his Puzzle prison, enters space, and ends up back in its own world. Then a surprise end. It represents something I usually do on a Thursday evening. That'll be your guess :)</div><div><br /></div><div>After some long hours testing yesterday. I can confirm game is now 99% finished. All I need to do is a little bit of tidying up of the game sprites (Maybe redesign them, as they do look very amateurish.). Also sort out the bomb positions, to make them much fairer. The accuracy of the moving bombs isn't correct. There are a few possibilities on how to solve this problem. The final update might be next week.<div class="separator" style="clear: both; text-align: center;"><a href="http://1.bp.blogspot.com/-K5F4kqc_ox4/UkXvbT9iQ9I/AAAAAAAAAik/Wh6lvGXExOo/s1600/InvertUpdateSept27th.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="226" src="http://1.bp.blogspot.com/-K5F4kqc_ox4/UkXvbT9iQ9I/AAAAAAAAAik/Wh6lvGXExOo/s320/InvertUpdateSept27th.png" width="320" /></a></div></div><div><br /></div><div><br /></div>http://tnd64.blogspot.com/2013/09/lets-invert-even-more.htmlnoreply@blogger.com (Richard_of_TND)0tag:blogger.com,1999:blog-4021562188175448359.post-8256938737079662359Thu, 19 Sep 2013 16:28:00 +00002013-09-19T17:28:31.844+01:0016KB Cartridge Competition 20136502 programmingCommodore 64RGCDHere come the Chatters<b>17th-19th September 2013</b><div><b><br /></b></div><div>I sent this game to Vinny Mainolfi to test, and come up with some more feedback. Unfortunately the main game engine needed some more things added to it. I agreed with what sort of improvements could be made to make this game more fun and playable. The general tile flipping puzzle against time idea of mine, won't really give good results for a 16KB game. The front end needed to do away with a scroll text. As I have always used that method (Logo with credits and scroll text). The changes were made to the front end. Instead of having a 1x2 scroll text, the game has a flip page. In which after a few seconds or so, the title flips from the main credits, to the high score table, then the in game characters (player, enemy, bombs).&nbsp;</div><div><br /></div><div>The main game also had some major changes added to them. The game now has enemies, called Chatters. The enemies run around the playing area lobbing bombs now and then. They don't bother aiming, as they are pretty much dumb. The player now has a different challenge. Not only has it got to flip the tiles to the correct type, but also has to watch out for the Chatters' flying bombs. The player can now protect itself from the bombs, by pressing fire to activated a limited shield. At the start of the game only 5 shields are given to the player. These have to be used wisely. There are also new tiles in which will give the player a shield if the player steps on it.</div><div><br /></div><div>As well as the enemies and their bomb throwing. I started on redesigning the level layout, to make each level of the game look more tidy. I also programmed a high score name entry routine as well (which still isn't quite finished yet - one colour bug needs fixing). Additional things I intend to do during this project are the GET READY and END SCREEN as well as finish off designing the remaining levels. I hope to draw some new game sprites for the player and the enemies, as they are quite rough looking :) Progress is looking great so far.</div><div><br /><div class="separator" style="clear: both; text-align: center;"><a href="http://3.bp.blogspot.com/-KwiK9CiodBA/UjsltZq8YtI/AAAAAAAAAiU/Hb3GaRdwiQI/s1600/Invert_Game1.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="226" src="http://3.bp.blogspot.com/-KwiK9CiodBA/UjsltZq8YtI/AAAAAAAAAiU/Hb3GaRdwiQI/s320/Invert_Game1.png" width="320" /></a></div></div>http://tnd64.blogspot.com/2013/09/here-come-chatters.htmlnoreply@blogger.com (Richard_of_TND)0tag:blogger.com,1999:blog-4021562188175448359.post-8280347607817432105Sat, 31 Aug 2013 15:26:00 +00002013-08-31T16:37:35.698+01:0016KB Cartridge Competition 20136502 programming projects8-Bit Programming ProjectsCommodore 64Commodore C64InvertRGCDEnter the Trap<b>29th-31st August 2013</b><br /><div><b><br /></b></div><div>Last time, I was working on the main game engine, hoping that everything was working. I was quite pleased with the result of the work so far. However, the colour of the tiles didn't look right on a CRT screen, so I changed the Blue+Purple tiles into Red+Purple. That looked much better. I had a great idea which was to add some kind of effect for every time the player is inverting the tiles. So I drew a sprite which creates a form of a dissolve/fade routine and added routines in the game to make this take effect. Basically, when the player hits a tile that inverts, the second sprite is used to form an animation over that particular tile. Now that I was very happy an impressed with the work done to the game so far.<br /><br />I decided to move on to something else, related to the project. So I worked on a front end for the game. Unlike many of the front end title screens, where you have a static logo, credits and a scroll text. I wanted to do something completely different. I loaded in JSL's logo for the title screen. Then I converted the bitmap picture into a logo (Charset + Matrix) format. At the moment, this was just a static logo. So I decided to convert it into Swing Logo format. I downloaded Paramount's Shake It utility and converted the logo into a swinging logo format.&nbsp;</div><div><br /></div><div>Now I was happy with the swinging logo format. I exported the charset and swing matrix data into the project. Then I worked on the new front end. The 1x1 font was used to display the credits. I programmed in some multiple IRQ raster interrupts into the game's title screen code. Added the screen cuts. Top row of the screen has the first logo. The second row of the screen has the credits, which use the 1x1 charset, the third row has a 1x2 charset, which uses a smooth scrolling text message. Finally the bottom row has the second logo, which swings in reverse. I added some subroutines that would cycle the colour of the logo after a few seconds or so. This idea was inspired by common old-school C64 intros. The result turned out quite nice.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="http://2.bp.blogspot.com/-zMalCbkp0d0/UiILCoaevDI/AAAAAAAAAh4/j1KlxzaKRMU/s1600/Invert_Front_end.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="226" src="http://2.bp.blogspot.com/-zMalCbkp0d0/UiILCoaevDI/AAAAAAAAAh4/j1KlxzaKRMU/s320/Invert_Front_end.png" width="320" /></a></div><div>Now what about the game? So far I had 8 levels designed, so I decided to do some more tests on some of the newer obstacles. Unfortunately, for the blob, it stops at an incorrect position, causing the game to mess up. So to solve this problem, I added some simple checks and compared which direction the player was at. If the player was moving a longer distance, I had to trim the move distance slightly for a more accurate position. After I worked on the check subroutine for all 4 of those player directions (Up, Down, Left, Right), I worked on a few more levels, in which introduced the trap switches. If the player moves on to those either the trapdoors will remain closed, or they will all open. The T tile (correct direction) opens the trapdoors holes, and the T (upside down) represented the closing of the trapdoors. This trick worked, and some of the stages (up to level 12) are puzzling. As I positioned trap switches in various places to confuse the player.The result turned out great.</div><div class="separator" style="clear: both; text-align: center;"><a href="http://4.bp.blogspot.com/-lXQM7K_GxyQ/UiILKPIH8tI/AAAAAAAAAiA/foARVc5xShc/s1600/Invert_Traps.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="226" src="http://4.bp.blogspot.com/-lXQM7K_GxyQ/UiILKPIH8tI/AAAAAAAAAiA/foARVc5xShc/s320/Invert_Traps.png" width="320" /></a></div><div><br /></div><div>I also did some updates to the music. The in game music high notes part sounded pretty awful to the ears, so I changed the closing melody to the tune. The title screen instrument, which originally used sawtooth, was changed into a pulse ($41) and made the introduction of the tune sound much better.&nbsp;</div><div><br /></div><div>The assembled program is so far 10KB and it is going pretty well, and I seem to be progressing pretty quickly with this game. It may look as in the game could be ready for submission bby the end of September this year. Considering the extra free time I have been having recently :)<br /><br /></div>http://tnd64.blogspot.com/2013/08/trap-springer.htmlnoreply@blogger.com (Richard_of_TND)0tag:blogger.com,1999:blog-4021562188175448359.post-5156553051882252713Fri, 23 Aug 2013 09:12:00 +00002013-08-23T10:28:38.336+01:0016KB Cartridge Competition 20136502 programming projectsC64C64 StudioCommodore 64InvertRetro GamingRGCDHere comes the Blob<b>17th-23rd August 2013</b><br /><div><b><br /></b></div><div>Last week and throughout this week, some people didn't hear from me for a while via email. Some people wondered what the heck happened to me. Well, I have been really busy on this project. As well as some classic gaming :) I also been on holiday for 2 weeks in Lydstep, Tenby as well, away from computers. There were wifi access points down there - but very limited. I wanted to get away from internet anyhow. It is too much of a distraction these days. Although the deadline isn't until 30th November to get the project finished and submitted to RGCD. I have a feeling that I will have it finished way before that particular date.</div><div><div class="separator" style="clear: both; text-align: center;"><br /></div></div><div>So then, what has been happening. Before I went on holiday for 2 weeks, between 27th July - 10th August. I was constructing the main game screen, using Jon Well's magnificent Multi Screen Construction Kit. This was only used to design one screen. When I checked the screen out, the size was 2 chars too small. So I expanded the grid and by adding just one more row of tiles to it. I also changed balls to blobs. The numeric counter was changed to blob symbols as well. Some different tiles were created. Those represented different obstacles, such as a normal tile, inverted tile, holes/traps, steel trapdoor, trapdoor switch, arrow pushers, and tiles that push you back to the previous tile. Then saved all of the graphics data, for just in case any adjustments or new tiles are planned. I also composed the title music for the game using Goat Tracker (See video below)<br /><br /><div class="separator" style="clear: both; text-align: center;"><object width="320" height="266" class="BLOG_video_class" id="BLOG_video-28fe11a55575a042" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="movie" value="//www.youtube.com/get_player"><param name="bgcolor" value="#FFFFFF"><param name="allowfullscreen" value="true"><param name="flashvars" value="flvurl=http://redirector.googlevideo.com/videoplayback?id%3D28fe11a55575a042%26itag%3D5%26source%3Dblogger%26app%3Dblogger%26cmo%3Dsensitive_content%3Dyes%26ip%3D0.0.0.0%26ipbits%3D0%26expire%3D1440570784%26sparams%3Dip,ipbits,expire,id,itag,source%26signature%3D0506FFAE115458176DC1E6C9F415BFAE499B57F4.8D6476AEBFCEE172B042C5EC6DA1E74B5F2600B8%26key%3Dck2&amp;iurl=http://video.google.com/ThumbnailServer2?app%3Dblogger%26contentid%3D28fe11a55575a042%26offsetms%3D5000%26itag%3Dw160%26sigh%3DlpqhZG93JIWpPPEkzl02Sw-Uxkw&amp;autoplay=0&amp;ps=blogger"><embed src="//www.youtube.com/get_player" type="application/x-shockwave-flash" width="320" height="266" bgcolor="#FFFFFF" flashvars="flvurl=http://redirector.googlevideo.com/videoplayback?id%3D28fe11a55575a042%26itag%3D5%26source%3Dblogger%26app%3Dblogger%26cmo%3Dsensitive_content%3Dyes%26ip%3D0.0.0.0%26ipbits%3D0%26expire%3D1440570784%26sparams%3Dip,ipbits,expire,id,itag,source%26signature%3D0506FFAE115458176DC1E6C9F415BFAE499B57F4.8D6476AEBFCEE172B042C5EC6DA1E74B5F2600B8%26key%3Dck2&iurl=http://video.google.com/ThumbnailServer2?app%3Dblogger%26contentid%3D28fe11a55575a042%26offsetms%3D5000%26itag%3Dw160%26sigh%3DlpqhZG93JIWpPPEkzl02Sw-Uxkw&autoplay=0&ps=blogger" allowFullScreen="true" /></object></div><br /></div><div><br /></div><div>After finishing the game design grid, I captured the screen and transferred all existing screen and colour data directly to a memory location, using the T 0400 07e8 2000 (screen data), and T D800 DBE8 2400 (colour data) in VICE monitor. Then I closed down the VICE monitor and entered the Action Replay M/C monitor to save the data from $2000-$27e8 on to a .D64 image. Detatched the .D64 image and exported it to the C64 Studio project.Then I drew the sprites for the game.</div><div><br /></div><div>The next step was to do some programming. The first thing I did was extracted all data into to the project directory, in which was called 'Invert'. I also added Exomizer to the directory as well. Compression is the key to starting a program :). I set up the main parameters inside C64 Studio to call &nbsp;exomizer to compress the assembled binary, and &nbsp;rename it to run via the decruncher, with no decrunch effect &nbsp;(10 SYS 2061). Then I started the main programming of the level design. I based the level design on comparing which tiles are to be in place - as the level design was to be made manually by using the !byte command, using a row of 11 and a column of 10. Each number from 0 to 9 inside the table represented the object to be placed into the game area. I created a few routines in which read from the first tile character in each row, added 2 chars to place the next tile. I did separate low/high byte pointers to start from $0452, $0453, $047a, $047b, $d852, $d853, $d87a, $d87b and created a few loops which moved to the next tile character by 2 chars. Therefore with 2x2 chars, I used $0452 for the starting point of the top left tile, $0453 as starting point of the right tile, $047a as starting point of the bottom left tile, and the $047b as the starting point of the bottom right tile. I then added a few loops / subroutines to perform the action. Then it drew the correct test map on to the screen. The $D8xx + represented the colours.</div><div><br /></div><div>My next step was to add the main player, a bluey blob in which was to be controlled by using a joystick plugged into port 2. I added some routines in which controlled the player. Basically, if the player was moving, and the joystick direction was being read at the same time. That process gets ignored, as the player is moved using a timer. After I was happy with this. I added the sprite/background collision routines, which compared which tiles the player was currently on after stopping on that particular tile. I got the effects to occur. One of which flashed the border (just for a test) if the player was on the hole tile. I was very happy with the overall result, I moved on to something else.</div><div><br /></div><div>Now the sprite/background collision was ready, I loaded up Sprite Pad V1.8 and drew the player's animation frames. I originally had just 1 sprite for the player at first. Each frame represented the blog expanding and deflating. I liked what was done so far. So I saved the sprite data to C64 format again and inserted into the project. The next step was to program the sprite animation, where the player expanded and deflated at a certain speed. I programmed the routine in and it turned out quite nicely.</div><div><br /></div><div>Back to programming the main levels. This time testing whether or not all tiles were correctly inverted to how they should look. After getting the routine working. I flashed the border again to say that the level was complete. I also programmed the clock routine. What a happy chap I was with this result.</div><div><br /></div><div>Now came the nightmare, which I had for a few days. I designed 4 test levels, but after a level was finished. The tile data from the next level was out of place. I was pretty confused about how that happened. It puzzled me until yesterday. It turned out that I had forgotten to add the low and high byte values of the starting characters, which should initialise the first character and colour RAM position for each corner of the very first row of tiles. After that was solved. I programmed some messages to show LEVEL COMPLETE, LIFE LOST and GAME OVER. Then I was in the mood for doing some music.</div><div><br /></div><div>I loaded up Goat Tracker V2.27 and worked on the in game music. Unlike the first tune which was used for the game, I wanted to do something pretty funky and quite cheerful. So I did a sort of funky cheery jazz type of tune as in game music inspired by demo scene musicians such as PRI, JCH, Drax, Syndrom, etc. Then added a game over jingle, inspired by the game over jingle from the "Artris" demo, by Scruffy Bits/Color7, which appeared in Commodore Format's cover tape #53. The result turned out pretty good. I generated a .SID file, and tested the .SID. Great, it worked. Now I transferred the music to the game project source, as .prg. I added some more routines in the game which plays the music. Awesome. It suits the game well.&nbsp;</div><div><br /></div><div>Now it was back to Sprite Pad V1.8 again, so I can add some explosions to the animation. This occur when the player loses a life, but first the blob sinks through the ground (or hole) magically. This can happen when time runs out or the player falls through a hole. I exported the new sprites to the project directory, then programmed the life lost routine, where the player gets killed. It looked quite good, but I wanted to add one more thing to the life lost routine. Shaking screen during the explosion. The pointers inside the explosion loop also read the animation table for the screen shake. Then restores the screen back afterwards. Wonderful. I love the overall result so far. So then what next? A real C64 test.<br /><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="http://4.bp.blogspot.com/-m0R9O7hItBE/Uhclxh3-_tI/AAAAAAAAAho/9FxdW1Cnt-Q/s1600/WP_000028.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="http://4.bp.blogspot.com/-m0R9O7hItBE/Uhclxh3-_tI/AAAAAAAAAho/9FxdW1Cnt-Q/s320/WP_000028.jpg" width="320" /></a></div><br /></div><div>I copied the compiled .PRG to my 1541U2 and tested the game in action. Unfortunately, it looks as if I may need to adjust the correct tiles slightly as on the PAL monitor (TV) it doesn't look all that good. Still that won't really be much of a problem. Just a slight character change, and it will probably look much better. Everything else seems to be ok. More on this next week, as I am intending to get the FINAL touches done with Trance Sector Ultimate for RGCD tomorrow (Saturday) morning. Just a final bug fix for that.</div><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><a href="http://4.bp.blogspot.com/-aO0Gmqe3aWk/Uhclx5-sgUI/AAAAAAAAAhc/lSyVKBYOHlU/s1600/WP_000029.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="http://4.bp.blogspot.com/-aO0Gmqe3aWk/Uhclx5-sgUI/AAAAAAAAAhc/lSyVKBYOHlU/s320/WP_000029.jpg" width="320" /></a></div><br />I recently received an email from JSL offering me a front end logo for this game. Well, I am happy to take this, but I just hope it will be a 3 colour logo consisting of &nbsp;7 or 8 chars down. There'll be no pressure either. After all, this is a hobby project - not exactly real life work :) I would like to to add one or two logo swing routines to the front end, so a 3 colour logo would ideal.For now, I shall enjoy a cup of tea. Then off to work in under an hour's time. Enjoy the game play video so far and tune in to another blog update, probably next week. Cheerio!</div><div><br /><div class="separator" style="clear: both; text-align: center;"><object width="320" height="266" class="BLOG_video_class" id="BLOG_video-1f6d868e1e5ea99c" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="movie" value="//www.youtube.com/get_player"><param name="bgcolor" value="#FFFFFF"><param name="allowfullscreen" value="true"><param name="flashvars" value="flvurl=http://redirector.googlevideo.com/videoplayback?id%3D1f6d868e1e5ea99c%26itag%3D5%26source%3Dblogger%26app%3Dblogger%26cmo%3Dsensitive_content%3Dyes%26ip%3D0.0.0.0%26ipbits%3D0%26expire%3D1440570784%26sparams%3Dip,ipbits,expire,id,itag,source%26signature%3D10036320F0E0064F104AD2CA6637E986166D777F.33EE95023C6C0815BB9F1AFA672B29751EC03B73%26key%3Dck2&amp;iurl=http://video.google.com/ThumbnailServer2?app%3Dblogger%26contentid%3D1f6d868e1e5ea99c%26offsetms%3D5000%26itag%3Dw160%26sigh%3DYXwVwu6nZDEECk6ZvOjB5akLZyY&amp;autoplay=0&amp;ps=blogger"><embed src="//www.youtube.com/get_player" type="application/x-shockwave-flash" width="320" height="266" bgcolor="#FFFFFF" flashvars="flvurl=http://redirector.googlevideo.com/videoplayback?id%3D1f6d868e1e5ea99c%26itag%3D5%26source%3Dblogger%26app%3Dblogger%26cmo%3Dsensitive_content%3Dyes%26ip%3D0.0.0.0%26ipbits%3D0%26expire%3D1440570784%26sparams%3Dip,ipbits,expire,id,itag,source%26signature%3D10036320F0E0064F104AD2CA6637E986166D777F.33EE95023C6C0815BB9F1AFA672B29751EC03B73%26key%3Dck2&iurl=http://video.google.com/ThumbnailServer2?app%3Dblogger%26contentid%3D1f6d868e1e5ea99c%26offsetms%3D5000%26itag%3Dw160%26sigh%3DYXwVwu6nZDEECk6ZvOjB5akLZyY&autoplay=0&ps=blogger" allowFullScreen="true" /></object></div><br /></div>http://tnd64.blogspot.com/2013/08/here-comes-blob.htmlnoreply@blogger.com (Richard_of_TND)1tag:blogger.com,1999:blog-4021562188175448359.post-398757166339025026Fri, 26 Jul 2013 09:29:00 +00002013-08-23T10:30:25.768+01:006502 programming projectsC64Commodore 64InvertRGCDA new puzzle game is coming November 2013<b>26th July 2013</b><br /><b><br /></b>After the success of Trance Sector, and the two Sheepoid games for Psytronik Software and RGCD. I have decided to work an a 16KB game as my next main game project called "Invert". What is the game going to be all about you may wonder? First of all this gaame is going to be a 16KB cartridge game and downloadable / disk / tape format. It is not going to be commercially released - at the moment. Now what about the concept?<br /><br />Invert is going to be a puzzle game in which you control a ball over the floor, in which should invert the black tiles to the correct colour tiles, consisting of 2x2 chars - but if you move over on to them again - they will invert again. Is that all the game is going to be? No, of course not. I have have some pretty interesting ideas in which will enhance the game play. There will be arrow tiles, forcing the player to move to a particular direction, also trap switches, in which will open / close traps and a couple of other surprises. The player will have to be racing against the clock to invert the tiles correctly. .<br /><br />I started designing the graphics for the game earlier on this year. I did a redesign of the game area using Multi Screen construction kit, and the design looks much better. There is still a lot of work to be done, but I will be on to it in mid-late August, where all level data will be formed by using !byte tables, and those read are converted into the game tiles. I also did music for the game a couple of days ago.<br /><div class="separator" style="clear: both; text-align: center;"><a href="http://3.bp.blogspot.com/-BJynC8FbTdY/UfJBYMZBeZI/AAAAAAAAAg8/3VcHnyz9oB0/s1600/Invert.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="http://3.bp.blogspot.com/-BJynC8FbTdY/UfJBYMZBeZI/AAAAAAAAAg8/3VcHnyz9oB0/s320/Invert.jpg" width="320" /></a></div>http://tnd64.blogspot.com/2013/07/a-new-puzzle-game-is-coming-november.htmlnoreply@blogger.com (Richard_of_TND)0tag:blogger.com,1999:blog-4021562188175448359.post-3380145368830789227Sun, 19 May 2013 18:38:00 +00002013-05-19T20:51:45.628+01:00Amstrad CPCAtariCommodore 64Ocean SoftwareRetro Gaming EventsRevival 2013SpectrumA day to remember - Revival 2013<b>Saturday 18th May 2013</b><br /><b><br /></b><b>(No photos of the event unfortunately. Here's some screen shots of some stuff I was talking about)</b><br /><b><br /></b>Weekends, I am usually slaving away programming or composing music for either my amusement of having fun. On Sundays-Fridays, I just work, work, work at a high pressured order picking/packing job at a local DC. Whereas on a Thursday I chill, and drink up the local pub. As the stressful week reached its end, it was time for a little break from all that today. I got up at 6:50am in the morning. Showered and got myself ready to go off from my local home town to Birmingham New Street station. Then bought myself a ticket and caught the 9:15am train to Wolverhampton (Not far from where my uncle lives). After I got on to the train. I relaxed for 25 minutes. Well, wasn't really relaxing - I was quite nervous. Worried about getting myself lost.<br /><br />I got to the train station in Wolverhampton, and I started to make my way to the venue in Gorsebrook Road. I was relieved to discover that the venue wasn't all that difficult to find. It was just down the road from the Wolverhampton city centre. I got to the venue, and queued up. There were so many colourful and cheerful characters and children looking forward to enter Revival 2013. Although there was quite a longish queue. We didn't have to wait too long for entry. After getting my hand stamped. I saw the first part of the venue. At the main entrance were 9 big TV/Monitor screens - featuring 9 different classic games. The games were from the classic consoles, such as: The NES (Mario), SEGA Megadrive (Sonic), Atari (Asteroids) and a few other colourful games.<br /><br />As I entered the complex &nbsp;even further, I was very amazed to see my milestone of 2008, "Sub Hunter" on one of the displays. It was the Psytronik Amstrad CPC version. I had a go at playing the game on a real Amstrad. The computer brings me memories of visiting my uncle (during my childhood, and teenage years). I always wanted to see my uncle - for the sake of playing his games he bought on the Amstrad. Unfortunately because he was footy mad, there were a load football simulators - He did have other things, such as R-Type and a few other titles.<br /><br />As well as the Amstrad CPC, I spotted "Flimbo's Quest" on the screen. I thought to myself - That must be the "Commodore 64" version of the game. Can it? It was ... but not on a C64 computer, but on a C64 Game System. There was a Commodore 64C in the venue which had Endurion's arcade adventure game called "Wonderland". A pretty nice game. The stand where the C64 was monitored by Jason. Not too far from the distance was an SX 64. A portable computer, with built in screen - that ran on Commodore 64 disks. On display was the stunning RGCD 16KB Cartridge Compo 2011 game, "C64Anabalt". A very amazing remake of the classic flash game Canabalt.<br /><br /><div class="separator" style="clear: both; text-align: center;"><a href="http://4.bp.blogspot.com/-63-K7NhxBO0/UZksbwqKUwI/AAAAAAAAAf8/0XIY37acOwk/s1600/REVIVAL-64Anabalt.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="226" src="http://4.bp.blogspot.com/-63-K7NhxBO0/UZksbwqKUwI/AAAAAAAAAf8/0XIY37acOwk/s320/REVIVAL-64Anabalt.png" width="320" /></a></div><br /><br /><br /><br />There were more things to see and explore. When I entered the main hall. It was full of colourful consoles and characters. A load of classic computers were ones I never even heard of. Other machines were quite familiar. I wouldn't forget the BBC ACORN Microcomputer. Back in the eighties when I was in infant/junior school. I checked out the back end of the room. There was an old style Commodore 64 there, with a true classic gem of a game. Loaded from real tape. "Thrust" by Firebird Software. An absolutely fantastic original game. &nbsp;I gave the game a go before I walked back to the entrance.<br /><br />I got to the entrance to the big room where Kenz was standing and we had a friendly chat about "Cops". I also talked about one of my scrapped projects. He was happy to hear about the project being scrapped. I decided to get myself a drink. As I felt very thirsty. I got to the bar, and bought a drink. Tried to order some food, for lunch a bacon bap. Unfortunately the food I requested had ran out. Alternatively, I just had 2 packets of ready salted crisps. I am a fussy eater you know :)<br /><br />After having a drink and two packets of crisps. I went back into the main hall again, to check out more of the machines. Played games - and did rubbish in them. I then visited a stall and looked at the Commodore 64 tapes that were for sale at the event. WOW, Commodore 64 tapes being sold at an expo. AWESOME. Well, not quite. As the majority of games which were on sale were games which I already had (and still have). Anyway, I bought 4 tapes for £5.00. The games of which were SDI (Hit Squad), APB (Hit Squad), Noterraqueous (Mastertronic) and Raster Runner (Mastertronic Plus). Then I went to play more fun classic games (And more Commodore 64 of course).<br /><br />I went back to Kenz's stall and C64 legend, Steve Day was the (STE'86). We had discussions about loading screens and had loads of laughs about one picture in particular, which was released on CSDB. I won't reveal what the picture was, or who was responsible, but that was a barrel of laughs.Yet again I disappeared and bought myself a pint of Fosters' then watch the Ocean Experience interview. Yes, the guys formly from Ocean Software were at the event. The guys all talked about what their experience was like back in the 1980's at Ocean. How it was relaxing - compared to how people have to work in the UK today. They also mentioned about the equipment and software they programmed the games with. Also a bit about "Total Recall", "Operation Wolf" and how they didn't like movie crossovers. Although I was standing at the back of the queue for 45 minutes or so. I was desperate to have a sit down. After the seminar had finished, I walked back to the bar and bought myself a cup of tea. Paul Drury from Retro Gamer came to the venue and said "It's the C64 programmer, who still makes games today". He asked if I have brought any of my made games to the show this time?. I sad "No, not this time, sorry!".<br /><br /><div class="separator" style="clear: both; text-align: center;"><a href="http://4.bp.blogspot.com/--3ErhGS0bU0/UZksfxeFVAI/AAAAAAAAAgM/UQBdj7Ym3OA/s1600/REVIVAL-WoollyJumper.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="226" src="http://4.bp.blogspot.com/--3ErhGS0bU0/UZksfxeFVAI/AAAAAAAAAgM/UQBdj7Ym3OA/s320/REVIVAL-WoollyJumper.png" width="320" /></a></div>I went back to Jason's stand, played a few games and left a few surprises. Yep, RICHARD TND was entered on the high score table of ... Woolly Jumper. I was indeed playing my own C64 game on his C64. I bet he still didn't know it was me. I went back to Kenz's stand and said. I've been leaving a few surprises on Jason's stand. We both laughed. We then started talking about future projects, and Alf Yngve and how amazing he adds new ideas into SEUCK. Then I program some of the ideas. I also mentioned that I learned this stuff by helpful SEUCK tips by Jon Wells. I also talked about the latest game, which was released on my web site about a week ago called "Bank Run". (A game of West Bank, using SEUCK).<br /><br /><div class="separator" style="clear: both; text-align: center;"><a href="http://1.bp.blogspot.com/-pKVOx5e3hlI/UZks1YKroAI/AAAAAAAAAgU/fwHJmLH6Yhg/s1600/Bank_Run_Pic.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="226" src="http://1.bp.blogspot.com/-pKVOx5e3hlI/UZks1YKroAI/AAAAAAAAAgU/fwHJmLH6Yhg/s320/Bank_Run_Pic.png" width="320" /></a></div><br /><br />I took a walk around the venue again and saw something funny but very amazing. It was huge screen full of LED lights. Each light formed &nbsp;two objects, and one formed the ball. It was "LED PONG". I think you may have remembered the classic arcade game don't you :) No? If not, where the heck have you been? I went round the arcade machines and played on some of those. Then back to the C64 (The 1541 Ultimate was plugged in this time). It was a bigger session this time. I had some time to play 3 or 4 games, until someone wanted to play something on the machine. I played "Terra Cresta", "R-Type" and "Alleykat". Three classic games. I also noticed my old games were on the SD card, but didn't bother to load those in. Someone wanted to load in "Thrust" from the tape deck. So they did that. While the tape was loading, I talked about the tape loader which was used in the game. I watched how "Thrust" was played. The way that guy was playing "Thrust", I learned something new. To gain bonus points, constantly shoot the nuclear power station and escape before time runs out :)<br /><br />I went back to Jason's stall, where Kenz and Steve Day were here. After all those little surprises. The big surprise was revealed. The real Richard Bayliss meet Jason for the first time :). We all laughed, and then the serious talking started. It was about projects. Jason showed me some WIP stuff and we all agree that incomplete projects equals lack of time or motivation. Mainly due to real life/work, etc. Steve was then discussing about one particular controversial picture that was uploaded on CSDB. We all discussed bizarre things about picture. Then afterwards talked about Art Packages on the C64. Paint Magic, OCP Art Studio (If I'm right). Then I mentioned about when I first had my C64, it came with "The Image System". I mentioned how difficult it was. We all agreed - Image System was rubbish. &nbsp;There were other discussions and some very funny ones as well :) I was amused at the fact that one of my all time favourite shoot 'em up games, was technically not one of the BEST shoot 'em ups for the C64. We could have discussed more, but I decided to go for a walk round again to see if there was anything I missed.<br /><br />After my walk and I went for a final drink, I walked back and saw someone else from the C64 world was with Kenz. It was one of the workers of Ocean Software. We talked and had a bit of a laugh. I mentioned about how I first got involved with the C64. The number of C64s I had, and why I always been using the C64 since 1990. It was because it was part of my inner youth. I loved the C64 from day 1 and very happy to keep using it today. Sadly my day had finished a Revival 2013. It was time for me to set off, get some tea then catch the train and bus home. Then face a daay of sheer depression - Work!<br /><br />For me, Revival was a big event to have remembered. Also the best thing that happened to me so far this year. If the event occurs in Wolverhampton next year. I will most definitely come. This time for 2 days - and hopefully - bring a new game this time.http://tnd64.blogspot.com/2013/05/a-day-to-remember-revival-2013.htmlnoreply@blogger.com (Richard_of_TND)0tag:blogger.com,1999:blog-4021562188175448359.post-7693422119150006718Thu, 09 May 2013 18:28:00 +00002013-05-09T19:31:57.091+01:006502 programming projects8-Bit Programming ProjectsAlf YngveCommodore 64Psytronik SoftwareSEUCKThe Cops Strike Back<b>9th May 2013</b><br /><div><b><br /></b></div><div>If you remember buying Commodore Force, and ZZap 64. You may have remembered Alf Yngve's Public Domain SEUCK games called Cops and Holiday Cops. Well, you'll be surprised to hear that planned over the past 2 or 3 years, was the "Ultimate Cops" series. In which was to feature enhanced versions of all of the COPS games, which Alf wrote back in time. Well, good news is that the overall project will be seeing the light of day soon with thanks to myself, Alf and Psytronik Software.</div><div><div class="separator" style="clear: both; text-align: center;"><a href="http://4.bp.blogspot.com/-BJXrnrLTn-E/UYvqj1VLRtI/AAAAAAAAAfU/iGYt1tfBU5Y/s1600/Cops_The_Final_Chapter.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="226" src="http://4.bp.blogspot.com/-BJXrnrLTn-E/UYvqj1VLRtI/AAAAAAAAAfU/iGYt1tfBU5Y/s320/Cops_The_Final_Chapter.png" width="320" /></a></div><br /></div><div>I have been very busy the past few weeks (or months) working on this compilation - which should have been produced a very long time ago. Anyway, what did I do for the games? Cops, Holiday Cops have brand new front ends and in game enhancements with music. All 3 games here will be featured on side 1 of the disk. Where as on side 2 is the last ever episode of the Cops series, "Cops the Final Chapter". The story sees Mike 'Mad Dog' McTavish, and Singh 'Big Bang' Kapoor about to be facing retirement. Bad news was that a criminal gang blew up a high security prison, and set one of the most evil criminals 'Maledict I' on the loose. &nbsp;The commissioner called on Mike and Singh to recapture 'Maledict' in one of the biggest arcade adventures (Split into 3 parts). The game also features additional enhancements such as game options, in game music and also power ups, and background char animation. The overall result gives the game a commercial appeal.<br /><br /><div class="separator" style="clear: both; text-align: center;"><a href="http://3.bp.blogspot.com/-IW9ak9DxnkM/UYvn3yX8LRI/AAAAAAAAAfE/0UqpzwfiSWc/s1600/Cops_The_Final_Chapter_Front_End.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="226" src="http://3.bp.blogspot.com/-IW9ak9DxnkM/UYvn3yX8LRI/AAAAAAAAAfE/0UqpzwfiSWc/s320/Cops_The_Final_Chapter_Front_End.png" width="320" /></a></div><br /></div><div><br /></div><div>A tape version for Psytronik is finished now. (I think), with a huge thank you to Mase for his awesome loading picture. I did a loading tune specially for this series. Which I feel suits the tape loader pretty nicely. Since the second part of &nbsp;"Cops the Final Chapter". Although the mastering was complete. I felt that the disadvantage was that I tried to make the tape mastering system *much easier* so that after mastering one main file, it automatically loads the next file. Sadly this method failed as it interfered with the tape mastering code. So rather than just messing about with the code for the tape mastering. I created separate tape masters - which must be loaded straight after the tape mastering was complete (Sorry Kenz). A disk menu for the disk version is still under development, but should be ready in time for the end of this weekend. Mainly due to no major plans this coming weekend. So fingers crossed, the compilation should be ready. Then on to Shoot Em Up Destruction Set #3 (Another 5 new unseen Alf Yngve games compilation).<br /><br /><div class="separator" style="clear: both; text-align: center;"><a href="http://3.bp.blogspot.com/-_ETZQwBc6v4/UYvrilgJ8jI/AAAAAAAAAfg/XXQ-Hfq6wes/s1600/Cops_TFC_Loader_Picture.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="226" src="http://3.bp.blogspot.com/-_ETZQwBc6v4/UYvrilgJ8jI/AAAAAAAAAfg/XXQ-Hfq6wes/s320/Cops_TFC_Loader_Picture.png" width="320" /></a></div><br /><br /><br /><br /><br /><br /><br /></div>http://tnd64.blogspot.com/2013/05/the-cops-strike-back.htmlnoreply@blogger.com (Richard_of_TND)0tag:blogger.com,1999:blog-4021562188175448359.post-6956360183968712982Mon, 04 Feb 2013 21:10:00 +00002013-02-04T21:18:24.626+00:006502 programming projectsCommodore C64PsytronikRGCDSheepoidSheepoid DXStand by your Llamas - The Alpacalypse is coming<b>4th February 2013</b><br /><b><br /></b>Stand by your Llamas. Engage defences as an Alpacalypse is coming - well, near your Commodore 64 and WinVice of course. I have been very busy the past few weeks (despite problems on get graphics in place) bringing yet a sequel to the Jeff Minter tribute "Sheepoid". It's called "Sheepoid DX". It is a fun cute game inspired by the classic Laser Zone, which Jeff wrote back in the early 1980's. Compared to Laser Zone, Sheepoid DX is somehow different. Especially when on later levels, the aliens start moving diagonal directions. One sheep would have to defend the other.<br /><br /><div class="separator" style="clear: both; text-align: center;"><a href="http://3.bp.blogspot.com/-SbV6AexX4tg/URAjXdAW4PI/AAAAAAAAAeA/nvPsLBiNG1g/s1600/SheepoidDX_LEVEL2.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="226" src="http://3.bp.blogspot.com/-SbV6AexX4tg/URAjXdAW4PI/AAAAAAAAAeA/nvPsLBiNG1g/s320/SheepoidDX_LEVEL2.png" width="320" /></a></div><br /><br /><br />Sheepoid DX consists of 24 levels, in which the world is under threat of an alien invasion - or to put it another way an Alpacalypse. Two sheep have been transported into a incoming mother ship. A funny discovery was made, that there are 24 different neon vortexes, which give a strange vision for the sheep. One sheep is placed at the bottom of the screen, and another is placed on the far right. They have to defend themselves from ongoing invaders of each zone, simply by bleating pulse waves at them - so the aliens get destroyed. The player can also rescue sheep to gain smart bombs, those get activated with the space bar. The player's sheep has to try and avoid shooting the incoming sheep. If those poor little blighters get shot, 1000 points gets deducted from your score. No matter how far you get, it can be possible to end up with a very low score if you keep shooting the sheep.<br /><br /><div class="separator" style="clear: both; text-align: center;"><a href="http://3.bp.blogspot.com/-KnrXY0ioKpA/URAjaZQ3XCI/AAAAAAAAAeI/TPODrDbRJYA/s1600/Sheepoid_DX_Title.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="226" src="http://3.bp.blogspot.com/-KnrXY0ioKpA/URAjaZQ3XCI/AAAAAAAAAeI/TPODrDbRJYA/s320/Sheepoid_DX_Title.png" width="320" /></a></div>Unlike the original Sheepoid. This game is more polished, with amazing graphics by Trevor Storey. The front end presentation looks similar to the original title screen from the first Sheepoid. The game has some better features installed. I still added the scrolling void in each neon vortex, but Trevor did amazing level graphics, which I am sure you would love a lot in this version of the game. I also removed the witty captions to make way for a better effect. The lazer beams. These are to make it look as if each invader is entering the vortex.<br /><br />There are still some old Yak style favourites such as the camels (They still roam level 2 of this game), the Ancipital goat type of creature, but the majority of the enemies are completely different compared to the original Sheepoid.<br /><br />I had a laugh with some of the ideas I wanted to implement into Sheepoid DX. I thought it would be quite funny to add a funny phrase for engaging a hidden cheat into the game (That was yesterday). I also had some fun playing around making music and sound effects using a music editor I had never used before. SidWizard in fact. SidWizard's awesome. So if you want to be a C64 composer, I recommend that you try it.<br /><br />Well, the main game of Sheepoid DX is finished (I hope) and it is just the final mastering to finish off. I'm releasing this along with Woolly Jumper, hopefully via Psytronik Software and RGCD in a month's time or possibly over that period. It will be worth the wait I can promise you.<br /><br /><br />There arehttp://tnd64.blogspot.com/2013/02/stand-by-your-llamas-alpacalypse-is.htmlnoreply@blogger.com (Richard_of_TND)0tag:blogger.com,1999:blog-4021562188175448359.post-7174776436047446401Thu, 17 Jan 2013 14:19:00 +00002013-01-17T14:23:00.360+00:006502 programming projectsC64Commodore 64SheepoidWoolly JumperSheep VS Aliens<div><br /></div><b>17th January 2013</b><br /><div><b><br /></b></div><div>I have been mighty busy today with a project for RGCD. Not much will need programming. The changes are more on a graphics front. Back in 2011 I released a game called "Sheepoid". Also I did Sheepoid 2 - Woolly Jumper. Well, since we are in the subject of sheep. I was asked if I could make a much nicer version of Sheepoid last year. Well, good news is that Sheepoid will be updated. RGCD's Woolly Jumper was originally planned for a release on cartridge, but I decided to work on Sheepoid DX as an extra for it. Of course I'll be launching Woolly Jumper (with the new jump) on disk / tape for Psytronik Software along with this game.</div><div><br /></div><div>So then, what changes are going to be made? For a start off, all existing graphics will be replaced with brand new ones. Smila has provided me with some mockups of levels and new graphics for sprites and text charsets. This really impressed me. The major drawback during last week was that. I have been banging my head trying to build tiles out of the existing character sets converted. I never have been good with jigsaws :). Good news is that I have managed to build elements/tiles and I have started building the new level screens today. I managed to get 5 level screens built using Endurion's Element editor. A tool, which was originally created for him to build and develop elements for his game Soulless. The tool eventually got released, and can be useful for anyone wanting to design levels using additional sized tiles/elements. Basically a PC style Multi Screen Construction Kit :)</div><div><br /></div><div>As you may know like all other projects, this project is going to be a very slow process - due to that I am always losing free time due to the 12-8 work pattern. Hopefully when Sheepoid DX is finished, it should look neat. Anyway, here's a little mockup I have made to show you what the game is intending to look like :)</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"></div><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em; text-align: center;"><tbody><tr><td style="text-align: center;"><a href="http://1.bp.blogspot.com/-X4DvgyHT0fU/UPgHylf09LI/AAAAAAAAAdw/i7lb0FoedVk/s1600/sheepDX.PNG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="226" src="http://1.bp.blogspot.com/-X4DvgyHT0fU/UPgHylf09LI/AAAAAAAAAdw/i7lb0FoedVk/s320/sheepDX.PNG" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;"><b>This is only a mockup. No actual screen in place of source or altered code yet.</b></td></tr></tbody></table>http://tnd64.blogspot.com/2013/01/sheep-vs-aliens.htmlnoreply@blogger.com (Richard_of_TND)0tag:blogger.com,1999:blog-4021562188175448359.post-8731874619673343051Thu, 10 Jan 2013 15:26:00 +00002013-01-10T15:26:47.231+00:008-Bit Programming ProjectsACME Cross AssemblerCommodore 64Loader GameTape TurboBet you got square eyes :)<b>9th January 2013</b><br /><b><br /></b>Back in 2010 I wrote my first ever tape loader game for the C64 (Cool). That game was called "Moo-Tilation". It was a funny shoot 'em up game, in which you had to defend your hapless cows from being abducted by aliens. In the late 2011 I wrote yet another C64 loader game, called "Happy Blocks", inspired by one of the games I played on FB. HB was a game in which you shift your block, having to avoid getting smashed by the falling blocks. The game required a lot of action.<br /><br />So then. If you remember those two games quite well. There's a new kid in town. Back in 2007 I wrote a game for a demo group, Civitas called "Square Pit 64" now it's back once again, resurrected as a tape loader game with a slightly new look and a different Euro-disco style tune. I originally planned to rip the original Square Pit 64 game source and implement it into the loader. Unfortunately, I had some problems doing exactly that, so I decided to quickly program the game from scratch, with the aid of the existing resources. I originally was going to go for a techno/trance style theme for the game. Where every time the drum kick came on screen, the screen flashed. I decided not to bother at the end, as the result turned out quite bad.<br /><br />Instead, I added some pulsating flash routines on to all of the sprites, apart from the small square (Which will stay as white). I also added a fitting track into the source, and tested the game inside an IRQ interrupt. Seemed to have worked quite nicely, but there appeared to have been something wrong. I noticed the scores were placed in the wrong place after a new game was started. I soon fixed that problem. Finally the game was working. So now it was time to remove the IRQ interrupts, and link the game to the Thunderload tape loader.<br /><br />The biggest mistake I noticed in 2012 was that Thunderload Series Six loader never was compressed, because I had to keep on changing the scroll text and tunes for it. Well, this time round, I decided to compress Square Pit, using Exomizer's level compression mode. Then assemble a decruncher source from the Exomizer, itself. I had to use DASM for this. After assembly and compression and linking the decruncher to the compressed source, I linked the final build to the tape loader source. I altered the LoaderGame init address to call the decruncher routine (Which I placed at $5000) and the set the play address at where the main loops in the game occurred. I altered the batch file to build the .tap using SQUAREPIT.PRG instead. I picked a program to be loaded after the loader game, as a test guinea pig, which was of course "Trance Sector". I tested the tape loader system and it worked a treat :)<br /><br />Here's a video of the tape loader in action.<br /><br /><div class="separator" style="clear: both; text-align: center;"><object width="320" height="266" class="BLOG_video_class" id="BLOG_video-9f24e14c7272036" classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="movie" value="//www.youtube.com/get_player"><param name="bgcolor" value="#FFFFFF"><param name="allowfullscreen" value="true"><param name="flashvars" value="flvurl=http://redirector.googlevideo.com/videoplayback?id%3D09f24e14c7272036%26itag%3D5%26source%3Dblogger%26app%3Dblogger%26cmo%3Dsensitive_content%3Dyes%26ip%3D0.0.0.0%26ipbits%3D0%26expire%3D1440570784%26sparams%3Dip,ipbits,expire,id,itag,source%26signature%3DA09C8B4ECD07BAFA6755D2D990E8D3A798231ED7.7C6BD271336982F739CAB66873D2E160AACA660C%26key%3Dck2&amp;iurl=http://video.google.com/ThumbnailServer2?app%3Dblogger%26contentid%3D09f24e14c7272036%26offsetms%3D5000%26itag%3Dw160%26sigh%3D3xJWXFndWJa-QAH2RqzjSnzSphM&amp;autoplay=0&amp;ps=blogger"><embed src="//www.youtube.com/get_player" type="application/x-shockwave-flash" width="320" height="266" bgcolor="#FFFFFF" flashvars="flvurl=http://redirector.googlevideo.com/videoplayback?id%3D09f24e14c7272036%26itag%3D5%26source%3Dblogger%26app%3Dblogger%26cmo%3Dsensitive_content%3Dyes%26ip%3D0.0.0.0%26ipbits%3D0%26expire%3D1440570784%26sparams%3Dip,ipbits,expire,id,itag,source%26signature%3DA09C8B4ECD07BAFA6755D2D990E8D3A798231ED7.7C6BD271336982F739CAB66873D2E160AACA660C%26key%3Dck2&iurl=http://video.google.com/ThumbnailServer2?app%3Dblogger%26contentid%3D09f24e14c7272036%26offsetms%3D5000%26itag%3Dw160%26sigh%3D3xJWXFndWJa-QAH2RqzjSnzSphM&autoplay=0&ps=blogger" allowFullScreen="true" /></object></div><br /><br /><br /><br /><br />http://tnd64.blogspot.com/2013/01/bet-you-got-square-eyes.htmlnoreply@blogger.com (Richard_of_TND)0